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 Post subject: Jedi Academy: Force Powers
PostPosted: Tue Apr 22, 2008 2:52 pm 
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Force Powers (34)


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 Post subject: Re: Jedi Academy: Force Powers
PostPosted: Tue Apr 22, 2008 2:52 pm 
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Essence of Life:(Force; 2 Force points) When a living ally within 6 squares would be defeated, that ally makes a save of 11. On a success, that ally has 10 Hit Points instead of being defeated.


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 Post subject: Re: Jedi Academy: Force Powers
PostPosted: Tue Apr 22, 2008 2:56 pm 
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Force Absorb: (Force; 2 Force points) A character using this Force power cancels the effects of a Force power used by an adjacent character. You must decide whether to use Force Absorb immediately after the other Force power is declared but before it takes effect. That Force power is still considered to have been used that turn, and the affected character still spends the Force points.


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 Post subject: Re: Jedi Academy: Force Powers
PostPosted: Tue Apr 22, 2008 2:56 pm 
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Force Alter: (Force; 1 Force point) An enemy within 6 squares must reroll its last attack. It does not have to be a legal target. You must decide whether to use this Force power immediately after the attack roll is made.


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 Post subject: Re: Jedi Academy: Force Powers
PostPosted: Tue Apr 22, 2008 2:56 pm 
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Force Blast: (Force; 1 Force points) Replaces attacks: range 6; 20 damage save 11.


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 Post subject: Re: Jedi Academy: Force Powers
PostPosted: Tue Apr 22, 2008 2:57 pm 
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Force Cloak: (Force; 2 Force points) Instead of taking its normal turn, a character using this Force power gains the Cloaked special ability


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 Post subject: Re: Jedi Academy: Force Powers
PostPosted: Tue Apr 22, 2008 2:57 pm 
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Force Corruption [#]: (Force; [#] Force Points) Instead of making its normal attack or attacks, a character using this Force power deals [#] points of damage to a non-Droid enemy within 6 squares. This follows all the usual rules for choosing a target. The target also becomes corrupted. Each time the corrupted character activates, it must attempt a save of 11. On a failure, the characters takes [#] damage and remains corrupted. On a success, it takes no further damage and is no longer corrupted. The effects of Force Corruption do not stack, use only the highest-cost version affecting the target. Using Force Corruption is not an attack and does not require an attack roll.

Force Corruption 3
Force 3, replaces turn: range 6, non-Droids only; target and each character adjacent to that target take 30 damage and are corrupted. Each time a corrupted character activates it must attempt a save of 11. On a failure, that character takes 30 damage. On a success, that character is no longer corrupted.

Force Corruption 4
Force 4, replaces attacks: range 6, non-Droids only; 40 damage and target is corrupted. Each time the corrupted character activates, it must attempt a save of 11. On a failure, that character takes 40 damage. On a success, that character is no longer corrupted.

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 Post subject: Re: Jedi Academy: Force Powers
PostPosted: Tue Apr 22, 2008 2:57 pm 
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Force Defense: (Force; 3 Force points) A character using this Force power cancels the effects of a Force power used by a character within 6 squares. You must decide whether to use Force Defense immediately after the other Force power is declared but before it takes effect. That Force power is still considered to have been used that turn, and the affected character still spends the Force points.


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[Ruhk] Remember that if your Force Power replaces attacks (like Lightsaber Assault, or Force Lightning), and it gets Force Defense-d, then you loose all your attacks for that turn.


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 Post subject: Re: Jedi Academy: Force Powers
PostPosted: Tue Apr 22, 2008 2:57 pm 
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Force Grip [#]: (Force; [#] Force points) Instead of making its normal attack or attacks, a character using this Force power deals [#] points of damage to an enemy within line of sight. This follows all the usual rules for choosing a target. Using Force Grip is not an attack and does not require an attack roll.


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 Post subject: Re: Jedi Academy: Force Powers
PostPosted: Tue Apr 22, 2008 2:57 pm 
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Force Heal [#]: (Force; 2 Force points) Instead of making its normal attack or attacks, a character using this Force power removes [#] damage from an adjacent wounded living character or itself. Force Heal can't raise a character's Hit Points above its starting amount. In earlier sets, this Force power was listed on stat cards as simply "Heal."


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 Post subject: Re: Jedi Academy: Force Powers
PostPosted: Tue Apr 22, 2008 2:57 pm 
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Force Leap: (Force; 1 Force point) For the remainder of this turn, a character using this Force power can move through enemy characters. In addition, this character does not provoke attacks of opportunity. It doesn't take any time to use Force Leap; this character can still move and attack normally this turn.


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 Post subject: Re: Jedi Academy: Force Powers
PostPosted: Tue Apr 22, 2008 3:16 pm 
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Force Lightning [#]:
Force Lightning 1: (Force; 1 Force point) Instead of making its normal attack or attacks, a character using this Force power deals 20 points of damage to one target enemy within 6 squares. Using Force Lightning 1 is not an attack and does not require an attack roll.

Force Lightning 2: (Force; 2 Force points) Instead of making its normal attack or attacks, a character using this Force power deals 30 points of damage to one target enemy and two characters adjacent to that target, if any (enemies and allies alike, including the acting character if there aren't enough others). The first enemy must be a legal target (for example, you can target an enemy with cover only if it is the nearest) and must be within 6 squares, but the adjacent characters don't need to be. Using Force Lightning is not an attack and does not require an attack roll.

Force Lightning 3: (Force; 3 Force Points) Instead of taking its normal turn, a character using this Force power deals 40 points of damage to one target enemy and two characters adjacent to that target, if any (enemies and allies alike, including the acting character if there aren't enough others). All affected characters are temporarily stunned if they are Huge or smaller: The targets are treated as having been activated this round; in effect they skip their turns. The first enemy must be a legal target and must be within 6 squares, but the adjacent characters don't need to be. Each affected character can avoid this effect with a save of 11. Using Force Lightning 3 is not an attack and does not require an attack roll.

Force Lightning 4: (Force; 4 Force points) Instead of making its normal attack or attacks, a character using this Force power deals 50 points of damage to one target enemy within 6 squares. In addition, it temporarily stuns that enemy if it is Huge or smaller: The target is treated as having been activated this round; in effect it skips its turn. The target can avoid this effect with a save of 16. Using Force Lightning 4 is not an attack and does not require an attack roll.

Force Lightning 5: (Force; 5 Force points) Instead of making its normal turn, a character using this Force power deals 60 points of damage to one target enemy and two characters adjacent to that target, if any (enemies and allies alike, including the acting character if there aren't enough others). All affected characters are stunned as described in Force Lightning 4 if they are Huge or smaller. The first enemy must be a legal target and must be within 6 squares, but the adjacent characters don't need to be. Each affected character can avoid this effect with a save of 16. Using Force Lightning 5 is not an attack and does not require an attack roll.


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 Post subject: Re: Jedi Academy: Force Powers
PostPosted: Tue Apr 22, 2008 3:17 pm 
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Force Phase: [Description from glossary needed]

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 Post subject: Re: Jedi Academy: Force Powers
PostPosted: Tue Apr 22, 2008 3:17 pm 
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Force Push 1: (Force; 1 Force points) Instead of making its normal attack or attacks, a character using this Force power deals 10 points of damage to one enemy within 6 squares. If the target is Huge or smaller, it is pushed 1 squares: Its final position must be farther away from the acting character than its starting position. This movement does not provoke attacks of opportunity. A pushed character cannot enter a space occupied by another creature, whether enemy or ally, and is affected by terrain (count 2 squares per square of movement through low objects, for example). If a character is pushed into a wall or another character, it slides along impassable squares as far as possible. The acting character's controller decides which way to push the enemy.

Force Push 2: (Force; 2 Force points) Instead of making its normal attack or attacks, a character using this Force power deals 20 points of damage to one enemy within 6 squares. If the target is Huge or smaller, it is pushed 2 squares: Its final position must be farther away from the acting character than its starting position. This movement does not provoke attacks of opportunity. A pushed character cannot enter a space occupied by another creature, whether enemy or ally, and is affected by terrain (count 2 squares per square of movement through low objects, for example). If a character is pushed into a wall or another character, it slides along impassable squares as far as possible. The acting character's controller decides which way to push the enemy.

Force Push 3: (Force; 3 Force points) Instead of taking its normal turn, a character using this Force power can target an enemy within 6 squares. This follows all the usual rules for choosing a target. The target and all characters adjacent to it (enemies and allies alike) take 30 points of damage. Huge and smaller characters are pushed 3 squares away from the acting character. This movement does not provoke attacks of opportunity.

Force Push 4: (Force; 4 Force points) This Force power works just like Force Push 2 but deals 40 points of damage to one enemy within line of sight and pushes the target 4 squares away from the acting character

Force Push 5: (Force; 5 Force points) This Force power works like Force Push 3 but deals 50 points of damage and pushes affected characters 5 squares. Huge and smaller characters are also stunned as described in Force Lightning 4. A character can avoid the stunning effect with a save of 16.


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 Post subject: Re: Jedi Academy: Force Powers
PostPosted: Tue Apr 22, 2008 3:17 pm 
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Force Renewal [#]: (Force) Whenever a character with this Force power activates, it automatically gets [#] Force point(s). It can get more Force points than its starting Force rating.


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(Fool) - This Takes place when a character Activates so keep that in mind.
(Ruhk) - [Clarification] when a character is Activated(by Paralysis or something similar), then it does not benefit from Force Renewal.


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 Post subject: Re: Jedi Academy: Force Powers
PostPosted: Tue Apr 22, 2008 3:17 pm 
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Force Repulse 2: (Force; 2 Force points) Instead of making its normal attack or attacks, a character using this Force power deals 20 points of damage ot all characters (enemies and allies alike) within 2 squares. Each Huge or smaller affected character is also pushed to a legal space exactly 3 squares away from this character, following the rules for Force Push. This movement does not provoke attacks of opportunity

Force Repulse 3: (Force; 3 Force points) Instead of taking its normal turn, a character using this Force power deals 30 points of damage to all characters (enemies and allies alike) within 3 squares. Each Huge or smaller affected character is also pushed to a legal space 4 squares away from this character and is stunned as described in Force Lightning 4. This movement does not provoke attacks of opportunity. A character can avoid the stunning effect with a save of 11.

Force Repulse 5: (Force; 5 Force points) This Force power works just like Force Repulse 3, except it deals 50 points of damage to all characters within 5 squares. Each Huge or smaller affected character is also pushed to a legal space 6 squares away from this character and is stunned. A character can avoid the stunning effect with a save of 16.

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 Post subject: Re: Jedi Academy: Force Powers
PostPosted: Tue Apr 22, 2008 3:17 pm 
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Force Sense: (Force; 1 Force point) All enemy characters lose the Stealth special ability for the rest of the round.

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 Post subject: Re: Jedi Academy: Force Powers
PostPosted: Tue Apr 22, 2008 3:17 pm 
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Force Spirit [#]: (Force) If a character with this Force power is defeated, immediately add [#] Force points to an allied character with a Force rating. The allied character can now spend Force points one extra time per turn for the rest of the skirmish. If there is no allied character with a Force rating, this Force power has no effect.


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(Ruhk) Like any other force power, this can be canceled by Force Absorb or Defense.
(Ruhk) If a character in your squad has already benefited from one instance of Force Spirit it may only receive the additional Force Points from any other Force Spirit. It may only gain the ability to spend Force Points an additional time once


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 Post subject: Re: Jedi Academy: Force Powers
PostPosted: Tue Apr 22, 2008 3:17 pm 
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Force Storm [#]: (Force; 2 Force points) Instead of making its normal attack or attacks, a character using this Force power deals [#] points of damage to all characters (enemies and allies alike) adjacent to it.


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 Post subject: Re: Force Power 20 Slots
PostPosted: Tue Apr 22, 2008 3:18 pm 
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Illusion: (Force; 1 Force point) When a character using this Force power is hit by an attack, it avoids the damage unless the attacker makes a save of 11. You must decide whether to use this Force power immediately after the attack hits.

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