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Force power redux.


bunjeeman

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Hello.

 

I've been toying with power ideas, and I've got something together. (no saber forms)

 

EDIT; Managed to put it out in a way that this site will post.

 

 

Heal

Alignment: Light Side

Purpose: Heals all party members

Restrictions: N/A

Descrpition: I wanted to tone down Heal, as it nullified the need for med packs and antidote kits.

Heal

Restores 5 HP = 1 HP per CHA modifier, WIS modifier, and Character level. 15 meter area of effect. Improved Heal

Restores 10 HP = 1 HP per CHA modifier, WIS modifier, and Character level. 15 meter area of effect. Master Heal

Restores 15 HP = 1 HP per CHA modifier, WIS modifier, and Character level. Regenerate + 5. 15 meter area of effect.

 

Purge

Alignment: Dark Side

Purpose: Cures all party members

Restrictions: N/A

Descrpition: Purge is meant to provide a cure option, without the problem of being overpowered.

Purge

Cures poison. 15 meter area of effect.

Improved Purge

Cures poison. Boosts STR and CON by +2. 15 meter area of effect. Immune to poison for 30 seconds.

Master Purge

Cures poison. Boosts STR and CON by +3. +30 temporary vitality points. Immune to poisons for 30 seconds.

 

Aura

Alignment: Light Side

Purpose: Bonus to defence and saving throws

Restrictions: Restricted by armor

Descrpition: N/A Unchanged

Force Aura

+2 defence and +2 to all saving throws.

Shield

+4 defence and +4 to all saving throws.

Armor

+6 defence and +6 to all saving throws.

 

Strenthen Weapon

Alignment: Neutral

Purpose: Bonus physical damage.

Restrictions: N/A

Descrpition: I always thought that buff powers were too lacking for the armor suited classes; WIS is not their atb base, so what sense is there is going in that direction?

Strengthen Weapon

+1d6 physical damage.

Empower Weapon

+2d6 physical damage. 20% chance of knockdown.

Overwhelming Force

+1d20 physical damage. 40%chance of knockdown.

 

Poison Blade

Alignment: Dark Side

Purpose: Poison effect to melee

Restrictions: N/A

Descrpition: If you wore armor, you could only go as far as affliction. And if you were a class that went with armor, your wisdom and will probably wasn’t that high. This gives a poison option to the armor wearing classes.

Contaminate Blade

Target is poisoned. DC save of 10.

Poison Blade

Target is poisoned. DC save of 16.

Acidic Strike

Target is poisoned. DC save of 20.

 

Speed

Alignment: Neutral

Purpose: Increase defence and movement speed.

Restrictions: Restricted by armor

Descrpition: N/A Unchanged

Burst of Speed

+2 defence. Movement speed doubled.

Knight Speed

+4 defence and +1 attack per round. Movement speed doubled.

Master Speed

+4 defence and +2 attacks per round. Movement speed doubled.

 

Stampede

Alignment: Neutral

Purpose: Increase in attack and movement speed.

Restrictions: N/A

Descrpition: Speed was very good for getting around, but if you wore armor, you couldn’t do that. Stampede is meant to solve that peeve.

Stampede

+2 attack. Movement speed doubled.

Knight Stampede

+4 attack and 20% chance of knockdown. Movement speed doubled.

Master Stampede

+4 attack and 40% chance of knockdown. Movement speed doubled.

 

Valour

Alignment: Light Side

Purpose: Stat buff for party.

Restrictions: Restricted by armor

Descrpition: N/A Unchanged

Valour

STR, DEX, CON, and all saving throws increased by +2

Knight Valour

STR, DEX, CON, and all saving throws increased by +3. Immune to poison for 20 seconds.

Master Valour

STR, DEX, CON, and all saving throws increased by +5. Immune to poison for 20 seconds

 

Alter Flesh

Alignment: Dark Side

Purpose: Stat buff for party.

Restrictions: Restricted by armor

Descrpition: Light side had Valour, but Dark Side didn’t have anything.

Alter Flesh

+2 STR and +15 temporary HP. Immune to stun. -2 CHA and -2 Willpower.

Enhance Flesh

+3 STR, +1 DEX, and +20 temporary HP. Immune to paralysis. -3 CHA and -2 Willpower.

Corrupt Flesh

+3 STR, +2 DEX, and +25 temporary HP. Immune to paralysis and stasis. -2 WIS, -3 CHA and -3 Willpower.

 

Force Resistance

Alignment: Neutral

Purpose: Increase Force resistance.

Restrictions: Restricted by armor

Descrpition: N/A Unchanged

Force Resistance

Opposing roll of d20 + user level vs. DC10 + attacking characters level.

Force Immunity

Opposing roll of d20 + user level vs. DC15 + attacking characters level.

 

Energy Resist

Alignment: Neutral

Purpose: Increase damage resistance.

Restrictions: N/A

Descrpition: N/A Unchanged

Energy Resist

Absorb the first 6 points of cold, fire, sonic, electrical, and energy damage.

Improved Energy Resist

Absorb the first 12 points of cold, fire, sonic, electrical, and energy damage.

Master Energy Resist

Absorb the first 20 points of cold, fire, sonic, electrical, and energy damage.

 

Barrier

Alignment: Light Side

Purpose: Increase damage resistance.

Restrictions: Restricted by armor

Descrpition: N/A Unchanged

Force Barrier

Absorb the first 4 points of slashing, bludgeoning, and piercing damage.

Improved Barrier

Absorb the first 8 points of slashing, bludgeoning, and piercing damage.

Master Barrier

Absorb the first 15 points of slashing, bludgeoning, and piercing damage.

 

Ice Armor

Alignment: Dark Side

Purpose: Increase damage resistance.

Restrictions: Restricted by armor

Descrpition: If your class is Force based, you’ll want to be able to offset the damage you take.

Ice Armor

10% resistance to physical, cold, fire, and energy damage.

Rime Armor

15% resistance to physical, cold, fire, dark, energy, and light damage.

Glacial Armor

30% resistance to physical, cold, fire, dark, energy, and light damage.

 

Serenity

Alignment: Light Side

Purpose: Stat Buff.

Restrictions: Prestige Class; Master, Weapon Master, or Watchman

Descrpition: Light Side Rage. Why not?

Serenity

+2 Wis, +3 CHA, +2 will and fortitude.

Knight Serenity

+3 Wis, +4 CHA, +6 will and fortitude.

Master Serenity

+5 WIS, +6 CHA, +10 will and fortitude.

 

Rage

Alignment: Dark Side

Purpose: Stat buff.

Restrictions: N/A

Descrpition: A lot of players would like to start giving into the dark before getting to the prestige classes, or just have a character with anger issues. I had to rework the effects, so that they wouldn’t be overpowered at the lower levels, while still being fearsome at the higher levels.

Anger

+1 STR, +2 attack, +1 damage per creature slain to a max of +6. -2 defence.

Wrath

+2 STR, +2 attack, +1 damage per creature slain to a max of +6. Immune to stun. -3 defence. Rage

+2 STR, +3 attack, +1 Fortutude and will. +1 damage per creature slain to a max of +10. Immune to stun. -4 defence.

 

Fury (TSL)

Alignment: Dark Side

Purpose: Stat buff.

Restrictions: Prestige Class; Marauder Only

Descrpition: As stated earlier, these had to be altered slightly to fit with the level of escalation set in the rage buffs.

 

Fury

+3 STR, +4 attack, +1HP per level, +1 Fortitude and Will. Immune to stasis and paralysis. +1 damage per creature slain to a max of +10. -5 to defence.

Frenzy

+4 STR, +5attack, +2HP per level, +2 Fortitude and Will. Immune to stasis and paralysis. +1 damage per creature slain to a max of +12. +1 attack per round. -6 to defence.

Hatred

+6 STR, +6attack, +3HP per level, +3 Fortitude and Will. Immune to stasis and paralysis. +1 damage per creature slain to a max of +12. +2 attacks per round. -8 to defence.

 

Illusion

Alignment: Neutral

Purpose: Force Camo Redux. Misdirection.

Restrictions: Prestige Class; Assassin or Watchman

Descrpition: Stealth class and in a jam? Use this.

Illusion.

Cancels combat (turns all enemies friendly for 6 seconds). User is stealthed.

Vanish.

Cancels combat (turns all enemies friendly for 6 seconds). User is stealthed.

 

Battle Medidtation

Alignment: Neutral

Purpose: Activate all buffs.

Restrictions: Restricted by armor

Descrpition: I hated how you could never manage to get all the powers active in time to go the full fight with them all active. This is meant to solve that.

Battle Meditation

Activates all buffs. User is mobilised.

Improved Battle Meditation

Activates all buffs and lowers enemy attack, damage, and will saves by -2. User is mobilised. Master Battle Meditation

Activates all buffs and lowers enemy attack, damage, and will saves by -4. User is mobilised.

 

Force Body

Alignment:

Purpose: Cheaper Force Powers

Restrictions: N/A

Descrpition: N/A Unchanged

Force Body

The cost of any Force powers used are split 50/50 between HP and FP

Improved Force Body

The cost of any Force powers used are split 40/40 between HP and FP, granting 20% cheaper powers.

Master Force Body

The cost of any Force powers used are split 30/30 between HP and FP, granting 40% cheaper powers.

 

Mind Trick

Alignment: Neutral

Purpose: Conversation Options

Restrictions: N/A

Descrpition: N/A Unchanged

 

Stasis

Alignment: Light Side

Purpose: Crowd control

Restrictions: Restricted by armor

Descrpition: N/A Unchanged

 

Stun

Target is stunned for 9 seconds.

Stasis

Target is put under stasis for 12 seconds.

Stasis

All creatures within 10 meters of target are put under stasis for 12 seconds.

 

Stun Droid

Alignment: Light Side

Purpose: Damage and crowd control for droids

Restrictions: N/A

Descrpition: I wanted to expand on the droid side of things. While you don’t face many droids in TSL, it may still be useful in some situations, such as early Telos, G0-T0’s Yacht, or if you have a mod that adds a lot of droids. Stun droid is redone to be more like Force Storm at the end.

Stun Droid

Target is stunned for 12 seconds, and takes damage equal to attacking characters level.

Disable Droid

All droids within 5 meters of target are stunned for 12 seconds and take damage equal to the attacking characters level.

Destroy Droid

All droids within 6 meters of target are stunned for 12 seconds and take 1-6 points of damage per attacking characters level, to a maximum of 10 levels (10 - 60).

 

Drain Droid

Alignment: Light Side

Purpose: Drain HP from droids.

Restrictions: Restricted by armor

Descrpition: Drain life that works on droids.

Drain Energy

User drains the target of 2 HP per user’s level, to a maximum of 10 levels.

Absorb Energy

User drains the target of 1-4 HP per user’s level, to a maximum of 10 levels (10 - 40).

Master Energy Absorbtion

User drains all target within 10 meters of 1-4 HP per user’s level, to a maximum of 10 levels (10- 40).

 

Reprogram Droid (TSL)

Alignment: Light Side

Purpose: Lower stats of targeted droid.

Restrictions: N/A

Descrpition: Mind trick that works on droids.

Disrupt Droid

Lower droid awareness by -3, and reduce accuracy by -2.

Corrupt Droid

Lower droid awareness by -4, and reduce accuracy by -4.

Reprogram Droid

Target is made friendly, and all droid targets within 6 meters have their awareness lowered by -6, and their accuracy reduced by -6.

 

Hold (choke)

Alignment: Dark Side

Purpose: Crowd Control, ?Conversation Options?

Restrictions: N/A

Descrpition: If you were a Jedi prestige class, you could use Kill at leisure. Seemed a bit off, but it still made sense. However, why not give a heavier version to the Sith prestige classes? That’s what these are meant to accomplish; Hold -> Constrict are run-of-the-mill (albeit depowered), while Choke and Multi-Choke are the big ones. Also removes the old Force Crush, which was overpowered. As a sidenote, there are little to no choke conversation options outside of talking to the party. Food for thought.

Hold

Target is held in place for 6 seconds.

Grip

Target is held in place for 8 seconds.

Constrict

Target is held in place for 8 seconds and takes 1/3rds of the attacking characters level in damage every 2 seconds.

 

Choke

Alignment: Dark Side

Purpose: Crowd Control, Damage Per second.

Restrictions: Prestige Class; Sith Lord, Marauder, or Assassin

Descrpition: (see Hold description)

Choke

Target is held in place for 6 seconds and takes 2/3rds of the attacking characters level in damage every 2 seconds.

Kill

Target is held in place for 10 seconds and takes 2/3rds of the attacking characters level in damage every 2 seconds.

Crush

Target is held in place for 10 and takes damage to vitality per equal to the attacking characters level every 2 seconds.

 

Multi-Choke

Alignment: Dark Side

Purpose: Crowd Control, low damage.

Restrictions: Prestige Class; Lord Marauder or Assassin

Descrpition: Remember running into Darth Malak outside the final level, and you saw him force choking two Jedi without paying attention to them? Wanna do that?

Double Grip

The target and next enemy creature within 6 meters are held in place for 6 seconds and take 1/3rds of the attacking characters level in damage every 2 seconds.

Triple Grip

The target and next two enemy creatures within 6 meters are held in place for 6 seconds and take 1/3rds of the attacking characters level in damage every 2 seconds.

Crushing Force

All Targets within 6 meters of target are held in place for 6 seconds and take 1/3rds of the attacking characters level in damage every 2 seconds.

 

Slow

Alignment: Dark Side

Purpose: Weaken enemy.

Restrictions: Restricted by armor

Descrpition: N/A Unchanged

Slow

-2 defence, reflex saves, and attack. Movement speed halved.

Afflict

-1 to STR, DEX, and CON ever 3y seconds over the duration of 21 seconds, to a maximum of -7. Plague

-1 to STR, DEX, and CON over 12 seconds to a max of -12.

 

Fear

Alignment: Dark Side

Purpose: Crowd Control, ?Conversation options?

Restrictions: N/A

Descrpition: Same reasons as Force Choke; wanted to pep things up later on.

Fear

Target is immobilised by fear for 6 seconds.

Terror

All targets within 5 meters of target are immobilised for 6 seconds.

Horror

All targets within 10 meters of target are immobilised for 12 seconds.

 

Madness (TSL)

Alignment: Dark Side

Purpose: Crowd Control, Damage Per Second

Restrictions: Restricted by armor. Prestige Class; Lord Only

Descrpition: Before, you could only put enemies out of action. Now it can either do that, or turn them rabid. Though this has the added bonus of turning enemies against each other. It can backfire though; if they are already attacking you and make the will save, they won’t switch targets.

Madness

All targets within 10 meters of target are immobilised for 12 seconds. Successful save turns enemies hostile to each other, as well as user.

Insanity

All targets within 10 meters of target are immobilised for 18 seconds. Successful save turns enemies hostile to each other, as well as user.

Psychosis

All targets within 15 meters of target are immobilised for 18 seconds. Successful save turns enemies hostile to each other, as well as user, and gain immunity to stun, paralysis, and gain +6 attack and +2d20 damage.

 

Lightning

Alignment: Dark Side

Purpose: Damage output

Restrictions: Restricted by armor

Descrpition: Changed the damage output and placed a damage cap.

Shock

Target takes 1-6 points of damage per each of the attacking characters levels, to a maximum of 10 levels (10 - 60).

Lightning

All targets 16 meters in front of user take 1-6 points of damage per attacking characters levels, to a maximum of 15 levels (10 - 60).

Storm

All targets within 10 meters take 1-6 points per attacking characters level to HP and FP.

 

Sith Lightning

Alignment: Dark Side

Purpose: Higher Damage, more costly.

Restrictions: NOT RESTRICTED BY ARMOR (yay!)

Descrpition: These two (Sith Lightning and Force LIght) are story devices, meant to replace Force Crush and Enlightenment (which is covered by battle medidtation). For example, in KotOR, you’d get one or the other after fighting Bastilla, and in TSL, you’d get the first level of either at the selection of you prestige, and the next level (,or other one, if you switch alignments,) on Dantooine after the masters die.

Sith Lightning

All targets 16 meters in front of user take 2-8 points of damage per attacking characters levels, to a maximum of 15 levels (30 - 120).

Master Sith Lightning (TSL)

All targets 16 meters in front of user take 1-10 points of damage per attacking characters levels, are pushed back 5 meters, and are thrown to the ground, to a maximum of 20 levels (20 - 200).

 

Force Light

Alignment: Light Side

Purpose: Force lightning for light side.

Restrictions: NOT RESTRICTED BY ARMOR

Descrpition: (see Sith Lightning description)

Force Light

All tagets 16 meters in front of user take 2-8 points of damage per attacking characters levels, to a maximum of 15 levels (30 - 120).

Force Radiance (TSL)

All targets within 10 meters take 2-8 points per attacking characters level to HP and FP and have all buffs removed, to a maximum of 20 levels (40 - 160).

 

Force Push

Alignment: Neutral

Purpose: Repel and stun

Restrictions: N/A

Descrpition: N/A Unchanged

Push

Target is pushed back 5 meters, thrown to the ground, and stunned for 3 seconds.

Whirlwind

Target is levitated for 12 seconds, and takes 1/3rd of the attacking characters level in damage every 2 seconds. Nearby enemies are pushed back.

Wave

All enemies within 15 meters of user are thrown back 5 meters, fall to the ground, and are stunned for 6 seconds. Affected targets take 1½X the attacking characters level in damage.

 

Force Blast

Alignment: Neutral

Purpose: Stronger Force Push

Restrictions: N/A

Descrpition: Push always seemed a bit wimpy to me. Figured it’d be an idea to beef it up a tad.

Blast

All tagets 16 meters in front of user are pushed back 5 meters, thrown to the ground, stunned for 3 seconds. Damage equal to attacking characters level.

Improved Blast

All tagets 16 meters in front of user are pushed back 10 meters, thrown to the ground, stunned for 3 seconds. Damage equal to attacking characters level.

Greater Blast

All tagets 16 meters in front of user are pushed back 10 meters, thrown to the ground, stunned for 3 seconds. Damage equal to 2x attacking characters level.

 

Drain Life

Alignment: Dark Side

Purpose: Drain HP

Restrictions: Restricted by armor

Descrpition: Changed the damage output and placed a damage cap.

Drain Life

User drains the target of 1-4 HP per user’s level, to a maximum of 10 levels (10 - 40).

Death Field

User drains all target within 10 meters of 1-6 HP per user’s level, to a maximum of 10 levels (10 - 60).

 

Force Scream

Alignment: Neutral

Purpose: Damage

Restrictions: N/A

Descrpition: Wanted to make this one neutral, as it didn’t seem like a straight up dark side thing.

 

 

Drain Force

Alignment: Dark Side

Purpose: Drain FP

Restrictions: Restricted by armor

Descrpition: N/A Unchanged

Drain Force

User drains 10 FP from target.

Imrpoved Drain Force

User drains 20 FP from target.

Master Drain Force

User drains 30 FP from target.

 

 

Force Hunger (TSL)

Alignment: Dark Side

Purpose: Drain HP and FP. Stat buff

Restrictions: Restricted by armor. Dark Only

Descrpition: After you beat Nihilus, if you’re Dark Side, you get this bad boy. This is more for fun than anything else. There is a catch though; have heal or some med packs ready.

Hunger

User drains all target within 10 meters of 1-10 HP and FP per user’s level. User gains +2 to all stats. User suffers 15 points of damage ever 2 seconds for 60 seconds.

 

Supress Force

Alignment: Neutral

Purpose: Cancel buffs.

Restrictions: Restricted by armor

Descrpition: This will require that level 3 purge, level 3 heal, strengthen weapon, poison blade, stampede, alter flesh, ice armor, serenity, and rage be added to the cancel list.

Force Suppression

Cancels all active level 2 buffs (or lower) on target.

Force Breach

Cancels all active buffs on target.

 

 

 

I haven't thought so far as level requirements, and I am open to debate on all the powers. If anyone is interested in making this, please say so.

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