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 Dynamic RP: The Force

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Lunarwolf
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PostSubject: Dynamic RP: The Force   Fri Aug 13, 2010 3:59 pm





"Don't be too proud of this technological terror you've constructed. The ability to destroy a planet is insignificant next to the power of the Force."
―Darth Vader referring to the Death Star

The Force exists in all things according to the Star Wars universe, and rather unsurprisingly it exists in the D-RP Rule Systems as well. Although any living thing may be sensitive to the Force, only those trained to control it become those such as the Sith and Jedi, wielders of wondrous and terrible 'Force Powers'.

ABOUT THE FORCE


* If you are trained in "Use The Force" (Average Skill Mastery) You know a number of Force powers equal to 4 + AWA+ Class Bonus at character creation.
* If you are trained in "Use The Force" (Major Skill Mastery) You know a number of Force techniques equal to 2 + AWA+ Class Bonus at character creation.
* To use force powers during an Encounter, you must spend a force point, representing your connection to the Force.
The use of force powers at any other time is "free" and open to reasonable use. (storyteller has final say)
* You start with a number of force points equal to 5 + PER + Class Bonus at character creation.
* If you roll a natural 20 on a Use the Force check when using a force power you immediately regain one spent force point.
* Force Powers and Force Techniques are either Light-Side aligned ([LIGHT]), Dark Side Aligned ([DARK]) or not aligned to either (no tag).

This system has three distinct 'groups' of Force Abilities:

FORCE POWERS: Force powers are abilities which Force Users learn to manipulate or work with the living Force to create certain effects such as telekinetic abilities or affecting the mind of another.

Prerequisites for using Force Powers:
* You must have Use the Force as an average skill to use Force powers.

FORCE TECHNIQUES: More powerful and harder to learn than Powers, Techniques are abilities which enhance your use of the Force and they do not require force points to be activated.

Prerequisites for using Force Techniques:
* You must have Use the Force as a major skill to use Force techniques.

LIGHTSABER FORMS: Those trained in the arts of the lightsaber learn various fighting styles to augment their fiting stye.

* If you have Lightsabers as a minor skill, you know Form I.
* If you have Lightsabers at an average skill, you know Form I and two other Forms of your choice.
* If you have Lightsabers as a major skill, you know Form I and four other Forms of your choice.
* Switching from one Form to another is a swift action.


Last edited by Lunarwolf on Thu Sep 02, 2010 4:32 am; edited 5 times in total
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PostSubject: Re: Dynamic RP: The Force   Mon Aug 16, 2010 5:44 pm

FORCE POWERS LIST

Here is a list of the various Force Powers in the game. Each requires the expendature of a Force Point.

Absorption [LIGHT]
You absorb force powers directed against you. As an immediate action, by making a successful opposed Use the Force check you can absorb one Force power. If you succeed on the check, you do not spend a force point to activate this power.

* Rebuke [LIGHT]
Prerequisite: Absorption, Use the Force as a major skill
Instead of absorbing a power directed against you, you rebuke the power to its origin. If you succeed on the check, you do not spend a force point to activate this power.

Battle Meditation
Through the force you guide and streamline the combat abilities of you and your allies. Each round you make a Use the Force check as a swift action against 15 + the number of your allies. If you succeed you and your allies in sight may 'take 10' on all attack and defence rolls. If you fail you have to spend a new force point to activate the power.

Dark Rage [DARK]
You channel your rage and hatred through your lightsaber. Activating Dark Rage is a swift action. If you succeed on a TN15 Use the Force check, you do an extra 1d6 damage; TN20 check 2d6 extra damage; TN25 check 3d6 extra damage; TN30 check 4d6 extra damage.

Drain Force [DARK]
You leech the Force of an opponent. You make a Use the Force check opposed to the target's Fortitude check. If you succeed, you gain 1d4 extra force points and your foe loses the same amount of force points. Using Drain Force is a standard action. You do not spend a force point if you succeed on the check.

Drain Life [DARK]
You leech the life of an opponent. You make a Use the Force check opposed to the target's Fortitude check. If you succeed, you heal 2d6 hit points and your foe gains the same amount of HP loss. Using Drain Life is a standard action.

* Death Field [DARK]
Prerequisite: Drain Life, Use the Force as a major skill
You use Drain Life against all opponents in close range (room, corridor, etc). Using Death Field is a full-round action.

Equilibrium [LIGHT]
Bringing yourself in a state of mental balance, you may ignore all attempts at manipulating your mind. Gaining equilibrium takes a full-round action and a Use the Force check against TN20. When used in combat, it lasts until the end of the encounter.

Farseeing
Farseeing requires a meditative state and cannot be used in combat. If you succeed in a TN20 Use the Force check, you gain a vague momentary impression of events happening around a particular being in some distant place. You have to know or have met this creature before. If you succeed in a TN25 check, you can catch a glimpse of the target's past or future.

Fear [DARK]
You summon the power of the dark side to instill fear in an enemy in close range (room, corridor, etc). If you succeed in an opposed Use the Force check versus the target's Willpower check, you paralyze your target with fear, rendering it immobile (but not helpless). Using Fear is a standard action. Each round, as a swift action, you have to make another check to maintain your fearsome aura. You do not have to use another force point, unless you fail your Use the Force check.

* Aura of Menace [DARK]
Prerequisite: Fear, Use the Force as a major skill
You can use Fear against all opponents in close range.

Grip [DARK]
You grip your opponent with the force. If you succeed in a Use the Force check versus your target's Fortitude check, you grip your foe, rendering it immobile (but not helpless), slowly inflicting choking damage (2d6 hit points per round). Using Grip is a standard action. Each round, as a swift action, you have to make a new check to maintain your grip. You do not have to use another force point, unless you fail your Use the Force check.

* Crush [DARK]
Prerequisite: Grip, Use the Force as a major skill
When gripping an opponent you crush his lungs, doing 4d6 hit points per round damage instead of 2d6. Using Crush is a full-round action and it takes a move action to maintain the power.

Haze
You blur the outline of yourself and your allies, making you harder to notice. This does not render you invisible, however. Using Haze is a full-round action. You make a Use the Force check against TN15 + the number of allies in your sight. If you succeed, you and your allies gain a +10 bonus on Stealth checks. Each round, as a swift action, you have to make another check to maintain Haze. If you fail your check you have to spend a new force point to reactivate the power.

Healing [LIGHT]
You call on the force to regain your stamina and heal your wounds. As a full-round action, you make a TN20 Use the Force check. If you succeed, you regain half your lost hit points.

Ionize
You overcharge an electronic device or droid. This force power can only be used against electronic devices. If you succeed in an opposed Use the Force check versus the target's Fortitude check, it is rendered immobile for one round. Each round, as a swift action, you have to make another check to maintain Ionize. If you fail your check you have to spend a new force point to reactivate the power.

Lightning [DARK]
You unleash an arc of lightning against one foe in close range (room, corridor, etc). If you succeed in a Use the Force check versus your target's Reflexes check, you do 8d6 energy damage. Using Lightning is a full-round action. If your opponent dodges the attack, he still gains 2d6 damage.

* Lightning field [DARK]
Prerequisite: Lightning, Use the Force as a major skill
You can use Force Lightning against all opponents in close range.

Mind Trick
You can choose to create a hallucination which distracts your opponent; feint; make a suggestion (which doesn't obviously harm your opponent); or improve someone's attitude towards you. A creature affected by this force power cannot be affected by the same power for 24 hours. Activating Mind Trick requires a standard action and a Use the Force check versus your target's Willpower check. When used in combat, each round, as a swift action, you have to make another check to maintain Mind Trick. If you fail your check you have to spend a new force point to reactivate the power.

Move Object
You can use this force power to move, push and throw objects, and disarm opponents. If you manipulate any object which is kept by an opponent, you have to succeed, as a full-round action, on a Use the Force check versus the Reflexes check of the opponent. If your target is a creature, you have to succeed on a Use the Force check versus its Willpower check. The size of the object you are able to manipulate and the damage it does when, e.g., throwing it, depends on the TN: TN10: small or tiny, 1d4 damage; TN15: medium, 1d6 damage; TN20: large, 2d6 damage; TN25: huge, 4d6 damage; TN30: gargantuan, 8d6 damage wounds; TN35: colossal, 12d6. Each round, as a move action, you have to make another check to maintain Move Object. If you fail your check you have to spend a new force point to reactivate the power.

* Kinetic Combat
Prerequisite: Move Object, Use the Force as a major skill
You can guide and direct a one-handed melee weapon or lightsaber you are holding up to close range. Each round, as a swift action, you have to make another check to maintain Kinetic Combat. If you fail your check you have to spend a new force point to reactivate the power. You use your Use the Force checks to move the weapon, attack, block, and deflect. You cannot use lightsaber forms when using a lightsaber.

Protection [LIGHT]
Using the Force, you protect yourself against harm. If you succeed in a TN15 Use the Force check, you ignore the first 5 points of physical and energy damage, TN20 ignores the first 10; TN25 the first 15; TN30 the first 20. Using protection is a full-round action. Each round, as a move action, you have to make another check to maintain Protection. If you fail your check you have to spend a new force point to reactivate the power.

Sever Force [LIGHT]
Prerequisite: Use the Force as a major skill
You temporarily sever the connection of an enemy to the Force. By making a successful Use the Force check against your target's Willpower (full-round action), you sever that target's connection with the Force. Each round, as a move action, you have to make another check to maintain Sever Force. If you fail your check you have to spend a new force point to reactivate the power. If you have maintained Sever Force for 5 uninterrupted rounds, the target has permanently lost its connection with the Force.

Senses
You gain a +10 bonus on Perception checks. You can see through darkness, smoke, mist, etc (Use the Force check TN20, swift action), or even solid walls (Use the Force check TN30, move action). When used in combat this power lasts for the entire encounter.

Surge
The Force grants you an immense speed, strength and maneuverability. If you succeed on a TN15 Use the Force check you gain a +10 bonus on Acrobatics and Athletics checks; TN20 +20; TN25 +30; TN30 +40. Using Surge is a swift action.

Vital transfer [LIGHT]
You transfer a part of your own life energy to an ally in close range. If you succeed in a TN15 Use the Force check you transfer up to 5 hit points; TN20 10 hit points; TN 25 15 hit points; TN30 20 hit points; TN35 25 hit points. You do not have to transfer the maximum number of hit points you are able to transfer. Using Vital transfer is a full-round action.

Whirlwind
You surround one creature in close range with a swirling vortex of force energy, immobilizing it. You have to succeed, as a standard action, in a Use the Force check versus your target's Reflexes check. Each round, as a swift action, you have to make another check to maintain Whirlwind. If you fail your check you have to spend a new force point to reactivate the power.

* Wave
Prerequisite: Whirlwind, Use the Force as a major skill
You can use Force Whirlwind on multiple targets in close range.


Last edited by Lunarwolf on Sat Sep 04, 2010 10:18 pm; edited 4 times in total
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PostSubject: Re: Dynamic RP: The Force   Mon Aug 16, 2010 7:06 pm

FORCE TECHNIQUES


Here are a list of the Force Techniques in the game. They do not require the expenditure of a Force Point to use, they are passive permanent upgrades which are always in effect once 'purchased'

Affliction [DARK]
Each time you damage an opponent with a dark side power, you inflict an additional 1d6 damage.

Concerted Action
If you know the same force power as your ally, you can aid him in using his force power, granting him a +3 on his Use the Force check. Concerted Action requires an immediate action and the spending of a force point as if you used the force power yourself.

Dark Retaliation [LIGHT]
Once per encounter you can spend a force point to activate a force power as a reaction to being targeted by a dark force power.

Dark Side Scourge [LIGHT]
You deal extra damage on melee attacks vs darksiders equal to your force points total at that moment.

Dark Side Sense [LIGHT]
Prerequisite: Force Perception
You may reroll any Use the Force check made to sense the presence and relative location of dark siders. You must take the result of the reroll, even if it's worse.

Dun Möch [DARK]
Prerequisite: Persuasion as a major skill,
You are adept at using Dun Möch, an ancient and vile technique for tempting others to tap into the dark side of the force. As a move action you make a Persuasion check and compare it to the Willpower check of your opponent. The target is filled with fear or anger and if he or she makes an attack in the next round, his or her alignment drops one level.

Force Adept
Choose a single force power. You may reroll any check with this power. You have to take the second result even if it's worse. You can learn this technique multiple times, each time for another force power.

Force Deception
You can use a Use the Force check instead of a Guile check.

Force Perception
You can use a Use the Force check instead of a Perception check.

Force Premonition
You may reroll your AGI check to determine initiative at the beginning of an encounter.

Force Insight
You can make a Use the Force check instead of a Insight check.

Force Mastery
Choose a single force power. You may always take 10 on checks with this power. You can learn this technique multiple times, each time for another force power.

Force Sight
Prerequisite: Force Perception or Miraluka
Characters with Force Sight can perceive their environment through the Force.

Force Treatment
You can make a Use the Force check instead of a Medicine check.

Fortified Body
The Force shields you against ailments, toxins, and radition poisoning, making you immune to disease, poison and radiation.

Potentium [GREY]
Prerequisite: Galactic Lore as a major skill, Grey alignment
As long as you have a Grey alignment, using dark side powers will not change your alignment.

Power of the Dark Side [DARK]
Once per encounter you can reroll a failed Use the Force check when using any Dark side power.

Rebuke the Dark [LIGHT]
Prerequisite: Rebuke as Force power
When using the rebuke Force power against a Dark force power, you may roll two d20 dice for the rebuke attempt and take the best result.

Resist the Dark Side [LIGHT]
Once per encounter you can reroll any check when resisting a Dark side power.

Serenity [LIGHT]
Prerequisite: Concentration as a major skill
You enter a brief meditative state, lasting a full round action. When you make a successfulTN20 Concentration check, the next Use the Force check you make is considered a natural 20.

Telepathic link
You form a telepathic link with one willing ally (full-round action). The link can be cancelled by both partners. As long as you remain within 1 kilometer of your target, you and your ally can communicate telepathically as though you were speaking.

Veiled Intentions
Prerequisite: Guile as a major skill OR Force Deception
You may reroll any Guile and Willpower check to counter mind probes of any kind. You have to take the second result even if it's worse.


Last edited by Lunarwolf on Sat Sep 04, 2010 10:22 pm; edited 2 times in total
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PostSubject: Re: Dynamic RP: The Force   Mon Aug 16, 2010 7:17 pm

LIGHTSABER FORMS


Here are the list of available Lightsaber Forms in the game. Each has an ability associated with it, which you use in combat. For example, Shii-Cho is associated with the PHY Ability, so to attack you would roll d20+PHY (+/- any other mods).
If a character has at least 'Lightsabers' as a Minor Skill then they can weild a Lightsaber and are trained in Form I.

Form I: Shii-Cho (PHY)
Younglings are taught Shii-Cho first because of its simplicity and versatility. Sometimes called the ideal form, Form I uses horizontal side-swipes and parries made with the blade of the lightsaber held upright to push the point of an enemy's blade away during a side-to-side attack. If the attack is a downward slash aimed at the head, Form I simply reverses the motion, with a horizontally-held lightsaber being moved up and down to deflect a blow. All the basic ideals of attack, parry, target zones, and practice drills were created with the Form I style. When using Form I, your Lightsaber checks are modified by your Physique score. You can use lightsaber checks to block melee weapons and lightsabers and deflect energy bolts from pistols and rifles.

Form II: Makashi (DEX)
Prerequisite: Form I
After Form I's proliferation as a saber combat technique, Form II came about as a means of lightsaber-to-lightsaber combat. It is described as being very elegant, powerful, and requiring extreme precision, allowing the user to attack and defend with minimal effort, while his/her opponent tires himself/herself out. The form relies on parries, thrusts, and small, precise cuts—as opposed to the blocking and slashing of the other forms. The blade manipulation required is very refined and requires much focus, but the results are extremely potent. As ranged weapons such as blasters come into play, the advantages of this form of lightsaber combat become less useful, but it is still potent against multiple opponents. When using Form II, your Lightsaber checks are modified by your Dexterity score. You gain a +3 bonus on lightsaber checks to attack and to block melee weapons and lightsabers. However, you cannot deflect energy bolts from pistols and rifles.

Form III: Soresu (AGI)
Prerequisite: Form I
Form III, the most defensive of all of the forms, unlike Form II combat, was developed to counteract the advancing blaster technology throughout the galaxy. Soresu utilizes motions occurring very close to the body to achieve near-total protection, efficiently expending as little energy as possible to execute these moves. It stressed quick reflexes and fast positional transition, in order to overcome the rapidity with which a blaster could be fired. This technique exposes as few target zones on the body as possible, making a well-trained practitioner nearly impenetrable. However, Soresu's same dedication to defense and minimal bodily exposure also decreases the lightsaber's threat range. When using Form III, your Lightsaber checks are modified by your Agility score. You suffer a -3 penalty on lightsaber checks to attack, but you gain a +3 bonus on checks to block and deflect melee and ranged attacks.

Form IV: Ataru (AGI)
Prerequisite: Form I, Acrobatics as a minor skill
The master practitioners of Form IV make extensive use of acrobatic maneuvers often thought physically impossible without the aid of the Force. It is much like the more obscure form known as Sokan, with which Ataru has cross-fertilized. It emphasized acrobatic strength and power in wielding the blade, attributes which were frowned upon by many traditional Jedi Knights and Masters. Ataru relies on wide slashes, acrobatic proficiency and an open space for the Jedi to fight. One basis for the acrobatic nature of Ataru is that lightsabers can damage with brushing, light strokes, rather than hard chopping motions. Due to its aggressive nature, it is an effective form to use against single enemies but leaves the user open to attacks from multiple opponents. Ataru is better suited to dueling than open warfare. When using Form IV, your Lightsaber checks are modified by your Agility score. You gain a +3 bonus when attacking, blocking and deflecting a single, designated opponent, but you then suffer a -3 penalty when attacking, blocking and deflecting other opponents.

Form V: Shien – Djem So (AGI)
Prerequisite: Form III and IV
Form V was developed by a group of Jedi Masters who felt that Form III was too passive, while Form IV was not powerful enough. It addressed the shortcomings of both forms, in which a Jedi Master may have proved to be undefeatable but could not overcome the enemy. Among the many unique aspects of Form V was the development of techniques in which the lightsaber was used to deliberately deflect a blaster bolt directly back at the firer. When using Form V, your Lightsaber checks are modified by your Agility score. You can block and deflect attacks of your opponents. Once per round, after succesful deflection, you can either (1) redirect a blaster bolt to your foe, using your deflection check; or (2) make a counterattack after you successfully blocked an attack.

Form VI: Niman (AWA)
Prerequisite: Form I, II, III
The basic philosophy of Niman is "the leaf swept in the winds of the Force". One who uses this form attains a mindset of one who is not perturbed by his or her surroundings, but rides the currents of the surrounding chaos, being harmonious and balanced within. Form VI attempts to balance all elements of lightsaber combat, combining the Forms that came before into a less intensely demanding combat style. The result is that the users' skill in each individual areas of lightsaber combat is only moderate, making Form VI well-suited for diplomats and consulars, as they can spend their time training in the areas of politics, negotiation and Force mastery instead of combat training. Niman is the stepping stone to the dual lightsaber form, known as Jar'Kai; no one who has successfully mastered Jar'Kai has done so without first mastering Niman. When using Form VI, your lightsaber checks are modified by your Awareness score. You can block and deflect attacks and you can always take 10 on all your lightsaber checks.

Form VII: Juyo (PHY)
Prerequisite: Form I, II, III, IV, V
The most challenging and demanding of all forms, Form VII requires intense focus, high levels of skill, and mastery of other forms. Juyo is a powerful but precarious form that sacrifices defense in return for greater dexterity and strength of attack. When using Form VII, your lightsaber checks are modified by your Physique score. You gain a +3 bonus on Lightsaber checks to attack, while suffering a -3 penalty on deflecting or blocking attempts. In addition, you may add your physique score to your damage rolls.

Sokan (AGI)
Prerequisite: Form IV, acrobatics as a major skill
The original form of Sokan consisted of tactics for extraordinary feats of evasion and mobility, intended to place the enemy in a poor location or to enhance one's own position. It was combined with the kinetic motions of Form IV combat. Sokan involves swift strokes of the lightsaber aimed towards the opponent's vital areas in addition to quick tumbles and movements. Sokan is modified by your Agility score. You can use Acrobatics instead of Lightsabers to attack, and instead of Reflexes to evade melee and ranged attacks.

Jar'Kai (AGI)
Prerequisite: Form VI
The dual saber style of Jar'Kai permits a Jedi to fight efficiently with two lightsabers, one in each hand – or one double-bladed lightsaber. One of the blades in the wielder's hands is used for attacking while the other one is used for defending, such as parrying, or for more offensive power. Jar'Kai is modified by your Agility score. When attacking, blocking or deflecting, you always roll two dice, taking the best result.

Saber throw (DEX)
You can use your lightsaber as a ranged weapon (close range). You make a Lightsaber check modified by your dexterity to determine if you hit your target.

Tràkata (PER)
Prerequisite: Form I, Guile as major skill, Quick Draw feat
Tràkata takes advantage of a lightsaber blade's ability to be turned on and off, a unique quality in a melee weapon. Quickly shutting off then re-igniting the blade could cause confusion in one's opponents, allowing for diversionary feints in combat. In addition this form frees one's blade hand, allowing greater control of some force powers. Philosophically, Tràkata involves practical combat and deception, rather than single minded determination or endless patience.
Tràkata is modified by your Personality score. Once per round, as a standard action, you can make a Guile check instead of a Lightsaber check when activating your lightsaber and attacking with it (not deflecting or blocking). In addition, you gain a +3 bonus on the attack roll.
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PostSubject: Re: Dynamic RP: The Force   

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