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 Post subject: Re: New Force Powers you want. Read 1st post before posting
PostPosted: Sat Feb 13, 2010 4:03 pm 
Unnamed Wookiee
Unnamed Wookiee
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Force Crush and Force Wave for Mace Windu. I'm not too creative but I'm sure somebody can come up with something for these.


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 Post subject: Re: New Force Powers you want. Read 1st post before posting
PostPosted: Sat Feb 13, 2010 9:31 pm 
Jedi Battlemaster
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Location: Waterloo, ON
Force Wave 1 (Force 1, replaces attacks: range 2; target and all characters adjacent to that target take 10 damage and are pushed back 1 square)

Force Wave 2 (Force 2, replaces attacks: range 4; target and all characters adjacent to that target take 20 damage and are pushed back 2 squares)

Force Wave 3 (Force 3, replaces turn: range 4; target and all characters adjacent to that target take 30 damage and are pushed back 3 squares. All targets affected by this power are activated save 11)

Force Wave 4 (Force 4, replaces attacks: range 6; target and all characters adjacent to that target take 40 damage and are pushed back 4 squares)

Force Wave 5 (Force 5, replaces turn: range 6; target and all characters adjacent to that target take 50 damage and are pushed back 5 square. All targets affected by this power are activated save 16)

kind of like a combination of force push and force repulse.

Force Crush (Force 2, replaces attacks: range 6; target cannot move until the end of the round and takes 20 damage)

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 Post subject: Re: New Force Powers you want. Read 1st post before posting
PostPosted: Sun Feb 14, 2010 6:39 pm 
Death Star Designers
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Lightsaber Press (Force 1, usable on this character's turn. Make 1 immediate attack.) Mace, any heavy combat Jedi

Dark Tutor (at the start of the skirmish, choose one Unique Ally. They gain a Force Rating and Force 1, or start with +1 Force Point. While within 6, that character is +4 Atk)

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 Post subject: Re: New Force Powers you want. Read 1st post before posting
PostPosted: Tue Feb 16, 2010 11:21 am 
Unnamed Wookiee
Unnamed Wookiee

Joined: Mon Feb 01, 2010 12:36 pm
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Force Control: 1 Force any character within 6 squares rerolls a save. (Yoda, or any other force battery).


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 Post subject: Re: New Force Powers you want. Read 1st post before posting
PostPosted: Tue Feb 16, 2010 11:40 am 
Unnamed Wookiee
Unnamed Wookiee

Joined: Sat Feb 21, 2009 9:24 pm
Posts: 20
These are all optional Force Powers in the Ultimate Missions books that we allow all Force Users to use in our house rules...

Force Duel (Variable Cost) Whenever a character is attacked with a force power, he/she may choose to turn the effect back on the attacker by spending the same amount of Force Points (If The Emperor uses Force Lightning for three points against Yoda, Yoda can spend three points and turn it back against the Emperor). The character must perform a save of 11 or better to accomplish this. If an attack roll is required, the character must make one. The initial attacker (if he has the Force to spend) can then opt to once again deflect the power back at the opponent, by spending the same Force and making a save of 13 or better. The power can AGAIN be redirected with a save of 15, and so on until someone runs out of Force or is hit.

Force Trance (1 Force Point) A character uses the Force to enter a healing trance. Defense value becomes zero for the duration of the trance, and the character can take no actions, but every uninterrupted round he/she regains 10 hit points. If the character is attacked (successfully or not) or activated, the Force Trance ends (hp for that round is not regained), and the character must spend another Force Point to re-enter. A character cannot regain hp past its starting amount.

Force Throw (Requires the debris tiles from SW Ultimate Missions) (1 Force Point) A character can pick up any adjacent debris tile and send that object hurtling at his/her enemy. This requires an attack roll, and the character must have line of sight. If the object hits, the character takes 10 pts of damage for a one square tile, or 20 pts of damage for a two square tile. This replaces a normal attack.

Force Ball - (1 Force Point) The character creates a ball of pure Force energy and hurls it like a missile, with a maximum range equal to the user’s Attack score. The Force Ball deals 20pts of damage to the target. The target can avoid damage with a save of 11 or higher. This replaces a normal attack.

Improved Jedi Mind Trick - (1 Force Point) Instead of making a normal attack, the character may attempt to confuse a non-unique, non Force-using enemy within six squares so that the character cannot tell enemies from allies. This power can only be used once per round. The target can make a save of 15 or better to avoid being affected. If he fails, place a one square tile beneath the figure’s base to show he is affected. Whenever the affected character is activated from now on, the player must make a save of 11 or better to act normally. If he fails, the player who used the Mind Trick power may use the character for that activation as though he were a member of his squad.


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 Post subject: Re: New Force Powers you want. Read 1st post before posting
PostPosted: Sat Mar 27, 2010 10:35 pm 
One of the Sith on Malgus' Shuttle
One of the Sith on Malgus' Shuttle

Joined: Mon Jul 06, 2009 9:39 am
Posts: 4871
Fatal Attack - Force 6, replaces attacks: an adjacent enemy is defeated. This character gains You Were Right for the rest of the skirmish. - Anakin Skywalker, Redeemed

This one will require a lot of playtesting, but is the ultimate 'gamble' force power. If you can pull it off, it's an auto-kill on anyone. If not, the piece could be pretty much wasted since most of the cost would be for the possibility of using this power. See my "Anakin Skywalker, Redeemed" in the BlooMilk custom sets for my take on it.


By the way, it's an SA, but here's "You Were Right":

You Were Right - Whenever this character activates, it takes 40 damage; save 16.


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 Post subject: Re: New Force Powers you want. Read 1st post before posting
PostPosted: Wed Mar 31, 2010 5:28 am 
Unnamed Wookiee
Unnamed Wookiee

Joined: Sun May 31, 2009 12:17 pm
Posts: 16
Master force valor: same as force valor but +3 instead of +2.

Telipathic orders: Force 2, Replaces attack, Untill this characters next volantary movement, commander effects in this squad including this character's are not limited by range.

Precognative tactics: Force 2, Replaces turn, at the end of this character's turn, the round ends.

Combine these three with battle meditation to represent true battle meditation. I would like to see them on a Bastila Shan Jedi Master. Also a Darth Sidious/ Emperor Palpatine should have three of the four. No force valor.


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 Post subject: Re: New Force Powers you want. Read 1st post before posting
PostPosted: Wed Mar 31, 2010 12:05 pm 
Unnamed Wookiee
Unnamed Wookiee
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Joined: Wed Nov 18, 2009 2:14 pm
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Location: Fort Worth, TX
Lightsaber Penetrate -- (Force 1) (replaces turn) Designate one door/wall section as open for the rest of the skirmish, must be adjacent to section. Move through all sections as if difficult terrain.
--Kind of going off the Jedi Override idea here. I figure if Qui-Gon can melt a blast door down then Jedi should be able to open doors too lol.

Lightsaber Impale 1 -- (Force 1) Replaces Attacks Choose 1 enemy within 6 squares, make 1 attack against that enemy for 40 damage.

Lightsaber Impale 2 -- (Force 2) Replaces Attacks Choose 1 enemy within 6 squares, make 1 attack against that enemy for 50 damage

Lightsaber Impale 3 -- (Force 3) Replaces Turn Choose 1 enemy within line of sight, make 1 attack against that enemy for 60 damage.

Lightsaber Impale 4 -- (Force 4) Replaces Turn Choose 1 enemy within line of sight, ignoring cover make 1 attack against that enemy for 60 damage.

Not sure how op Impale 3 would be, but got the idea from Ep. 3 when Yoda is attacking clones in front of the Jedi Temple, Like Lightsaber Throw, but only one attack.

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 Post subject: Re: New Force Powers you want. Read 1st post before posting
PostPosted: Tue May 11, 2010 12:53 am 
Jedi Knight
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Location: Juvex III. Senexjuvex System, NE England
Sith Mind Trick; Force 4 (sight, replaces turn; target 1 enemy character, that character is concidered an Allied character and can be moved and make attacks as if it were an Allied character until the end of its turn; save 16 and the character is activated this round.)

Small in the Force; Force 3 (this character is not concidered to have force points and is not affected by enemy Special Abilities and Force Powers that negate the use of Force Powers)

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"...he is a wound in the Force..."

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 Post subject: Re: New Force Powers you want. Read 1st post before posting
PostPosted: Sat Jun 05, 2010 4:15 am 
Jedi Knight
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Location: Juvex III. Senexjuvex System, NE England
Force Lightening Assault (Force 1; if all of this characters attacks hit this round it may spend 1 Force Point to add +20 Damage to those attacks; save 11 no extra damage dealt)

Force Push Assault (Force 1; if all of this characters attacks hit 1 adjacent enemy this round it may spend 1 Force Point to Push back all adjacent enemies up to 2 squares; save of 11 character is not pushed)

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"...he is a wound in the Force..."

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 Post subject: Re: New Force Powers you want. Read 1st post before posting
PostPosted: Sat Jun 05, 2010 4:24 am 
Jedi Knight
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Location: Juvex III. Senexjuvex System, NE England
Force Tutor (At the start of the skirmish, choose 1 allied character with a force rating that character gains Master of the Force 2 and may use [insert characters name] Force Powers once per turn; that character can spend its own Force points once per turn and spend Force points from a character named [insert characters name] once per turn)

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"...he is a wound in the Force..."

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 Post subject: Re: New Force Powers you want. Read 1st post before posting
PostPosted: Tue Jun 29, 2010 6:15 am 
Jedi Knight
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Location: Juvex III. Senexjuvex System, NE England
Summon Force Phantom (Force 4: Replaces attacks; Sight, Target 1 enemy character. That character gains Force Phantom (This character must make all of its attacks against the nearest living Allied charater or it takes 50 Damage and is concidered activated this turn; save 11 this character is concidered an enemy character for the purposes of targeting rules until the end of the round)

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"...he is a wound in the Force..."

Dinuir ni verda kyr'am ner


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 Post subject: Re: New Force Powers you want. Read 1st post before posting
PostPosted: Tue Jul 06, 2010 5:53 pm 
Hall of Fame
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Not sure about name but I was thinking of smthn along the lines of

Force shield (or field) force 1 when an ally or allies wthn 6 of this character, are damaged by a force power they take no damage with a save of 11. I was thinking of a lord farfalla.

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 Post subject: Re: New Force Powers you want. Read 1st post before posting
PostPosted: Tue Jul 06, 2010 11:14 pm 
Third Jedi from the Left
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Joined: Sat May 16, 2009 2:06 am
Posts: 107
Location: Queensland, Australia
A couple of new ideas:

Lightsaber Whirlwind (Force 2, replaces turn: Make 1 attack against all characters within 6 squares) - Inspired by the lightsaber barrier move from JK:JA, but DarthDracul already took the name.

Lightning Strike [#] (Force [#]: +[#] damage on next attack, and this character's next attack cannot be prevented or redirected. If the attack hits, all other characters adjacent to the target take [#] damage) - this one was inspired by one of Starkiller's move in TFU where he charges his saber with Force lightning an unleashes it upon impact. Not quite sure what it should be called, though.


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 Post subject: Re: New Force Powers you want. Read 1st post before posting
PostPosted: Wed Jul 07, 2010 8:13 am 
Imperial Dignitaries
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I want to thank you all for input and ideas. I know the designers of the V-set have been looking at these boards. While it is impossible to take all the ideas and put them in the first V-set, I know that there will be elements of various powers that have been posted in this thread.

Thanks again for your input.

This is by no means saying stop posting your ideas.

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 Post subject: Re: New Force Powers you want. Read 1st post before posting
PostPosted: Fri Jul 09, 2010 5:32 am 
Black Sun Thug
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Joined: Tue May 19, 2009 2:31 pm
Posts: 81
Disturbance in the force (Passive) enemies within 6 squares have the cost of force powers increased by 1 force point.

Will of the force (Passive) Allies within 6 squares have the cost of force powers decreased by 1 force point.

Poison Mind (Replaces turn; Force 4, one enemy character takes 20 damage, save 11 to reduce it to 10. on a save roll of 1 that enemy joins your squad)


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 Post subject: Re: New Force Powers you want. Read 1post please
PostPosted: Sun Feb 27, 2011 11:28 am 
Intelligence Operative
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Joined: Thu Aug 26, 2010 5:25 pm
Posts: 322
Ruhk wrote:
* Drain Force (Force 1; Usable on this character's turn, target 1 character within 6 squares with a force rating. If target has a force point remaining, target character loses 1 force point and this character gains 1 force point)

* Force Enlightenment (Force 1; Usable on this character's turn, target 1 character within 6 squares with a force rating and a named force power. For the remainder of the skirmish this character can use that force power)

* Force Fear (Force 1; Usable on this character's turn, target 1 living character within 6 squares. Target character may not move until the end of the round, save 11)

* Force Insanity (Force 2; Replaces attacks, target 1 living character within 6 squares. Target character may not move and gets -2 to defense)

* Force Aura (Force 2; Usable on this characters turn. This character gets +2 to defense and +4 to saves until the end of its next turn)

* Force Barrier (Force 2; Replaces attacks, this character gains Damage Reduction 10 until the end of its next turn)

* Force Armor (Force 3; Replaces turn, this character gains Damage Reduction 20 until the end of its next turn)

* Force Body (Force 1; Usable on this character's turn. This character takes 10 damage and gains 2 force points)

* Stun Droid (Force 1, usable only on this character's turn: range 6; target non-living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11)

* Disable Droid (Force 2, usable only on this character's turn: range 6; target non-living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 16)

* Destroy Droid (Force 3; Replaces attacks. usable only on this character's turn: range 6; target non-living enemy takes 20 damage, is considered activated this round and cannot make attacks of opportunity this turn; save 16)

* Force Resistance (Force 2, usable only on this character's turn: this character gains Force Immunity until the end of its next turn)

* Force Suppression (Force 3, replaces attacks: range 6; target enemy with a force rating cannot use any named force powers until the end of the round)

+1 to all of these

Also

Advanced forms of all saving force abilities
Example: advanced lightsaber deflect(force 1, save of 7)
Master illusion (when hit by an attack this character takes no damage unless the attacker makes a save of 16)
Same for lightsaber block, reflect, force defense, force cancel, etc...

Also lightning blade (force 1, for the rest of this turn this character has splash 20)
And that could be combined with maste of the force two ad lightsaber throw/force bubble/etc

Force fury (force 1, for the rest of the the turn this character has +4 atk, -4 def, and twin attack. At the end of it's turn this character takes 10 damage)

Advanced jedi mind trick (force 2, living enemy non-unique characters within 2 squares join your squad for the remainder of the round, save 16)

Lightning shield (force 2, this character gains advanced shields 2 and splash 20 until the end of it's next turn)

Force Focus (passive, this character can double the range and damage of it's force powers this turn if it does not move)

Force reflexes (force 3, this character gains evade and parry until the end of it's next turn)

Force speed (force 1, this character can move six extra squares on it's turn as part of it's move)

Force nexus (force 4, all allies within six squares gain 4 force points)

Dark Side Storm (all characters within 12 squares take 10 damage, save 16)

Force Crush (force 5, range 6, one enemy character is defeated save 16)

Master of the Dark Side (when this character is defeated it may instead take over an allied characters posisition save 16)

Also just for kicks:
Force renewal 4 and 5
Master of the force 4 and 5
That would make it time to unleash the force

Force


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 Post subject: Re: New Force Powers you want. Read 1st post before posting
PostPosted: Fri Apr 29, 2011 8:51 am 
Intelligence Operative
Intelligence Operative

Joined: Thu Aug 26, 2010 5:25 pm
Posts: 322
Some more


Force

Here is actually a special ability that seemed appropriate to this thread:

Force Transfer (replaces attacks, transfer any number of force points from one allied character within 6 squares to another ally within 6 squares.)

Laranth Tarak from Coruscant Knights 
Blaster Defense (force 1, when an enemy within line of sight to this character makes a non-melee attack this character can intercept and negate the attack with a save of 6)

For the Aing Tii monks/Abeloth (please release her)/Dark Woman
Force Teleport (force 1; replaces turn, move this character to any empty square, this movement does not provoke attacks of oppurtunity)

Anikan Solo, Anikan Skywalker
Force Repair (Force 1; remove 40 damage from one adjacent Droid or mounted weapon ally.

Force Speed (Force 2, usable on this characters turn, this character may activate twice this round)

Dampen Presence (Force 2, allied living characters within 6 squares gain stealth until the end of this characters next turn)

Disciple from Kotor, Jedi Exile
Cure (Force 2, all allied living characters within 6 squares remove 10 damage)

Telekinesis (force 2, move one character within 6 squares to an empty square within 6 squares)

Tame Beast (force 1, replaces attacks; target savage character within 6 squares loses savage for the rest of the skirmish)

Here is an extremely powerful one to represent Abeloth and her effect on an entire planet)
Corrupt Environment (Force 3, all enemy characters take 10 damage, save 6)
OR
(whenever an enemy character activates, at the end of their turn they take 10 damage, save 6)

drain life 5 (replaces attacks, 50 damage and 2 force points from an enemy to this character)

Force Unleashed (passive, this character can use force powers that replaces attacks and replaces turn twice instead of once)

Force Vortex (Passive, enemy characters that move or activate adjacent to this character lose 1 force point)

Thought Bomb (Force 10, Replaces turn, all characters with a force rating within 12 squares, including this character, are defeated)

Sith Technobeasts (force 2, replaces turn, target living enemy character within 6 squares is now on your squad for the remainder of the skirmish. The turned character cannot spend any force points for the rest of the skirmish. An enemy character can avoid this effect with a save of 11)

 Force Phantom (Force 2; replaces turn, attack one enemy with a force rating regardless of line of sight)

Force Rejuvenate (force 2, all allies with a force rating gain    1 force point)

Bolster Defense (force 1; usable on this characters turn, until the end of the round this character gains evade and parry)

Advanced Force Alter (Force 2; An enemy within line of sight must reroll it's last attack with -4 attack)

Force Drain (Force 1; remove a force point from all enemy characters within 6 squares)


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 Post subject: Re: New Force Powers you want. Read 1st post before posting
PostPosted: Fri May 06, 2011 11:45 pm 
Intelligence Operative
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Posts: 322
After watching the Dathomiri clone wars episodes i think we could make the Dathomiri witches into a faction, here are some force power ideas:

Force Net (force 2; this power does affect characters with force immunity, replaces attacks, sight, 20 damage to one enemy and each adjacent character) *read new jedi order vong books*

Force Conceal (force 4; replaces turn, adjacent Dathomiri character with a force rating gains invisibility for the rest of the skirmish) *cloaking Asajj and her sisters*

Force empathy (force 1; savage lost for the round across the board)

Force Ability:
Force Engrage 2 (force 2; replaces turn, Allied characters with savage gain bloodthirsty, twin attack and dark armor until the end of this characters next turn.)

Force Body (Force 3, replaces turn, adjacent ally gains dark armor for the rest of the skirmish)

Force Repel (whenever an enemy targets any character in your squad with missiles or grenades within 6 squares of this character. You may redirect the missiles or grenades to any enemy character, save 11)


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 Post subject: Re: New Force Powers you want. Read 1st post before posting
PostPosted: Sat May 07, 2011 7:34 am 
Death Star Designers
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Lightsaber assault 2 (replaces turn force 2 this character may move double it's speed and make 2 attacks)

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