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'''<u>Playing Dejarik</u>'''
 
'''<u>Playing Dejarik</u>'''
 
:&rarr; [http://dhost.info/rissa/Holochess/ Dejarik]
 
:&rarr; [http://dhost.info/rissa/Holochess/ Dejarik]
 +
 +
'''<u>Playing Sabacc</u>'''
 +
:&rarr; [http://www.sabacc.de/ German Sabacc rules]
  
 
= House Rules =
 
= House Rules =
 
''just thoughts ...
 
''just thoughts ...

Revision as of 01:35, 15 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

Skill: Alter

Difficulty: varies

This is an old UrSkek power that was rediscovered by the Skek and may be rediscuvered by the UrRu. It allows to manifest Force in form of a crystal ...

Focus

similar to Concentration, but uses a physical focus to manifest another Force Power. this is just an idea...

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 (see Description):
  • Very Easy if the focussing item has a high personal value for the Jedi AND is emotionally linked to the power that is focussed on
  • Easy if the focussing item either has high personal value for the Jedi OR is emotionally linked to the power that is focussed on
  • Moderate if the focussing item was intended to be used as focus
  • Difficult if the item has personal value to someone else but for the Jedi is emotionally linked to the power that is focussed on
  • Very Difficult if the item has personal value to someone else but was generally intended to be used as a focus
  • Heroic if the item has high personal value to someone else but for the Jedu is emotionally linked to the power that is focussed on

Time taken: one round plus another round per force skill involved in the focused power - each round can instead be executed as an action in a single round. This causes both rolls to be at -1D per force skill involved in the focused power .

Effect: To use this power the Jedi first selects another power to focus on. Then he concentrates for a round on an object that he sees to be somehow related to the power he focuses on. There is no hard rule about which objects are valid and which are not, because it strongly depends on the Jedi using this power. Usually every Jedi will develop an own style but the GM is the ultimate judge. In general, the more meaning the object has to the Jedi, the easier it is to use it as a focus, the more meaning it has to another being or entity, the more difficult it gets. The physical focus is changed into pure force and effectively ceases to exist in its material form. When successful the Jedi gets a +6D6 bonus to the Force power he intended to use in the next round. If the power requires two seperate rolls, he gets +4D6 on each, if it requires 3 seperate rolls he gets +3D6 for each roll.

Example 1:

Enemies are closing in quickly and UrYōma wants to block their path for his padawan and the crew of the Khan to retreat. There is nothing to block their approach so he wants to use himself to hold them back. He calms himself, humms in a ritualistic way and lays out the bones of a strong beast from his home planet in front of him in order to prepare himself, then uses Focus on his Art of UrTek-Ná. He wants to do it all in a single round, so he can activate UrTek-Ná in the next. He rolls his Control skill of 4D+2 minus 2D (for hasting the Focus on a power that needs two skill rols) that means he roles 2D+2 and gets an 8 which the GM rules is enough for the Easy difficulty. The GM also states that the bones qualify as a good focus and sets the Alter difficulty to 9. UrYōma roll Alter (3D minus 2D = 1D) and... rolls a 6 plus another 5, so he has 11 beating the difficulty. So next round he now rolls Alter and Sense for UrTek-Ná, both at +4D: 8D+2 (his Sense skill of 4D+2 plus 4D) against an Easy difficulty and 7D (Alter 3D plus 4D) against a Moderate difficulty...

Example 2:

Next UrYōma wants to use Life Sense to find the renegade Jedi Kyra Danjapa who is on an unknown planet somewhere in space. He met Kyra once (+12) and she is no longer in the same star system (+30), so the difficulty is approximately 47. He has Sense at 4D+2, so he calms himself and used Focus. He will use an old ceramic bowl that is in his possession since over a thousamd years and fills it with crystal water from the spring of true seeing from his home planet. He rolls his Control skill (4D) and gets an 11, easily beating the Control difficulty. THe GM rules that the difficulty for the Alter roll will be 8, in the middle of the Easy range. UrYōma rolls his Alter skill (3D) and gets a 9 just enough. Now he gets to use 10D+2 for his sense attempt and rolls 42. Close, but not good enough. Maybe the GM will give a hint...

Paralyzing 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: Target's Perception, Willpower or Control

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 "paralyze" 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, but armor does not protect from it's effects as direct contact to the body is not required. 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 paralyzation 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 Strengh roll (A Force sensitive person may roll Control instead of Strength 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

A Step Beyond

Required Powers: Concentration, Precise Movement*, Telekinesis, Sense Surroundings, Sending*
The Jedi may disappear from one location and reappear in another within line of sight
Sense Very Difficult - to sense the path
Alter Difficult 5 m - to open the way
Very Difficult 10 m
Heroic 30 m
Heroic +10 100 m
Heroic +20 500 m
Control Moderate The Jedi - to take the step
Difficult +10 kg
Very Difficult +50 kg
Heroic +100 kg
Heroic +10 +200 kg
Heroic +20 +500 kg

The control roll could also act as a defense to dodge an attack.

Failing any of the rolls is actually dangerous.

  • Failing the Sense roll shifts the Jedi's senses out of the normal range and effectively renders him blind for 1D rounds per 5 points the difficulty was failed by.
  • Failing the Alter roll results in a kind of feedback from the warped space - 1D damage per 5 points that the roll was failed by.
  • Failing the Control roll completely immobilizes the Jedi for one round per 5 points that the target was failed by.

Precise Movement

Required Powers: Danger Sense OR Danger Sense Optional OR Danger Sense (Ur-Variant), Concentration (??? - would make the "bonus effect" obsolete)
Control Difficulty: Special; modified if Jedi is affected by negative emotions
Very Easy for bonus-effect
Moderate for full effect
This power can be kept "up"

When this power is used the Jedi can decide himself if she wants to achieve the limited effect or the full effect. This has to be announced when the power is used and cannot be changed once the dice have been rolled.

  • Bonus effect: +4D to all movement rolls where Dexterity is involved (blance, exact movement, etc.). This also adds +2D for stealth movement
  • Full effect: the Jedi cannot fall down, cannot be pushed over, cannot trip. He always remains in perfect bodily balance and places his steps exactly where he wants to in the way he wants to. Also adds +4D to stealth 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


Sending

Required Powers: ?
Alter Difficulty: ?
Basically pushes an object that is touched by the Jedi into and through hyperspace where it only spends a fraction of a second and falls out again. This effectively teleports the object away from the Jedi a number of meters in an indicated direction (grenade scattering applies


Playing Dejarik

Dejarik

Playing Sabacc

German Sabacc rules

House Rules

just thoughts ...