Wednesday, September 26, 2012

Star Wars: Force Powers, Abjuration (9th circle)

Freedom
Abjuration Difficulty: Heroic (45), modified by proximity and relationship
Time to use: 1 action
Prerequisite: Any 9 Abjuration spells
Effect: The subject is freed from spells and effects that restrict its movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web. To free a creature from imprisonment or maze, you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the maze.
Imprisonment
Abjuration Difficulty: Heroic (45) or the target's Willpower roll (which ever is higher), modified by relationship
Time to use: 1 action
Prerequisite: Any 9 Abjuration spells
Effect: When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed.
Mage's Disjunction
Abjuration Difficulty: Heroic (45), modified by proximity
Time to use: 1 action
Prerequisite: Any 9 Abjuration spells
Effect: All magical effects and magic items within a 12 meter radius, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must roll it's power against your Abjuration roll or be turned into a normal item. An item in a creature’s possession may use its possessor’s Willpower check, whichever is higher.

You also have a 1% chance per die in Abjuration of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

Even artifacts are subject to disjunction, though there is only a 1% chance per die in Abjuration of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a Willpower check (25) or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.)

Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.
Prismatic Sphere
Abjuration Difficulty: Heroic (45)
Time to use: 1 action
Prerequisite: Any 9 Abjuration spells
This power must be kept 'up'
Effect: This spell functions like prismatic wall, except you conjure up a 3 meter radius, immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum.

The sphere’s blindness effect lasts d6 ×10 minutes.

You can pass into and out of the prismatic sphere and remain near it without harm. However, when you’re inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.

Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.

The colors of the sphere have the same effects as the colors of a prismatic wall.

Prismatic sphere can be made permanent with a permanency spell.

Tuesday, September 25, 2012

Star Wars: Aliens, Green Barsoomians

Greens
Attribute Dice: 12D
DEXTERITY: 3d/5d
KNOWLEDGE: 1d/3d
MECHANICAL: 1d/3d
PERCEPTION: 2d/4d
STRENGTH: 4d/6d
TECHNICAL: 1d/3d
Special Abilities:
Multi-limbed: Greens have 4 arms. They can use one set to increase their running speed by +1, make an extra attack without penalty, carry a shield, or perform any number of other actions. 
Limited telepathy: Like all species on Barsoom, greens are mildly telepathic. This provides the greens with +2d on all languages checks.
Large: Greens are large creatures with considerable reach. Greens can strike opponents up to 3 meters away. Most equipment must be made to account for their large size. They usually cannot fit in vehicles or use equipment for smaller species. 
Move: 12/14
Size: 4.2 to 4.7 meters

Tharks are a tribe of fierce Green Martian warriors on the planet of Barsoom. Tharks are around 4.5 m tall, with tusks protruding from their mouths, green skin, and with double torso, each with two sets of arms.

Sociologically, the Tharks are an interesting study in contradictions. On the one hand, they, like all Greens, are warlike and cruel, and there were serious considerations about the effectiveness of rape as a tactic for demoralizing female captives. On the other hand, they have a strong code of honor to which even Jeddaks (leaders) must adhere.

The Tharks have long been at war with the Warhoons, whose savagery is unparalleled even among the Green hordes. 

Monday, September 24, 2012

Star Wars: Piranha Starfighter


Confed Piranha
Craft: Confederation F-106 Piranha
Type: Light scout fighter
Length: 12.5 meters
Skill: Starship piloting: Piranha
Crew: 1
Crew Skill: Starfighter piloting 3d, starship gunnery 3d
Cargo Capacity: 100 kg
Consumables: 1 week
Cost: Not available for sale
Hyperdrive Multiplier: x1
Nav Computer: Yes
Maneuverability: 3d+1
Space: 9; Afterburner: 21 (1 round, burns 1 day of consumables)
Atmosphere: 400 / 1,150 kph
Hull: 3d
Shields: 2d+1
Sensors
--Passive
--Scan
--Search
--Focus
Weapons:
2 Ion Particle Guns (fire-linked)
ScaleStarfighter
Fire Arc: Front
SkillStarship Gunnery
Fire Control: 3d+2
Space Range: 1-5/22/45
Atmosphere Range: 100-500 /2.2 km /4.5 km
Damage: 4d
1 Laser Gun
Fire ArcFront
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 3d+2
Space Range: 1-6/25/50
Atmosphere Range: 100-600/ 2.5 km / 5 km
Damage: 2d
Stormfire Mk II
Fire ArcFront
ScaleStarfighter
SkillStarship Gunnery
Fire Control: 5d
Space Range: 1-6/25/50
Atmosphere Range: 100-600 /2.5 km /5 km
Damage: 2d+1
2 Warhead Launchers
Fire Arc: Front
Skill: Starship Gunnery
Load: 20
Decoy Launcher
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 0d
Load: 24


Wednesday, September 19, 2012

Star Wars: Force Powers, Abjuration (8th circle)

Dimensional Lock
Abjuration Difficulty: Heroic (40), modified by proximity
Time to use: 1 action
Prerequisite: Any 8 Abjuration spells
This power can be kept 'up'
Effect: You create a shimmering emerald barrier (6 meters radius centered on a point in space) that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.

A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

Holy Aura
Abjuration Difficulty: Heroic (40), modified by relationship
Time to use: 1 action
Prerequisite: Any 8 Abjuration spells
This power can be kept 'up'
Effect: You ward up to 1 creature per die in Abjuration within a 6 meter radius centered on you. A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.

First, each warded creature gains a +1d+1 armor bonus and a +1d+1 bonus on Willpower, Stamina, and Dodge rolls. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.

Second, each warded creature gains 8d+1 spell resistance against Dark Side spells and spells cast by Dark Side creatures.

Third, the abjuration blocks possession and mental influence, just as protection from evil does.

Finally, if an Dark Side creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Stamina check against your Abjuration roll negates the effect).
Mind Blank
Abjuration Difficulty: Heroic (40), modified by proximity and relationship
Time to use: 1 action
Prerequisite: Any 8 Abjuration spells
Effect: The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts for 24 hours. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject’s mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn’t detected. Scrying attempts that are targeted specifically at the subject do not work at all.

Prismatic Wall
Abjuration Difficulty: Heroic (40)
Time to use: 1 action
Prerequisite: Any 8 Abjuration spells
This power can be kept 'up'
Effect: Prismatic wall creates a vertical, opaque wall—a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with a Stamina less than your Abjuration that is within 6 meters of the wall is blinded for 1d rounds by the colors if it looks at the wall.

The wall’s maximum proportions are 0.5 meters wide per die in Abjuration and 0.25 meters high per die in Abjuration. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.

Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.

The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage’s disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the check must be repeated for each color present.

Prismatic wall can be made permanent with a permanency spell.

Red
Order: 1st
Effect: Stops nonmagical ranged weapons. Deals 6d+2 fire damage (Dodge check vs. Abjuration roll for half damage). 
Negated by: Cone of cold

Orange
Order: 2nd
Effect: Stops magical ranged weapons. Deals 11d+1 points of acid damage (Dodge check vs. Abjuration roll for half damage). 
Negated by: Gust of wind

Yellow
Order: 3rd
Effect: Stops poisons, gases, and petrification. Deals 22d+2 points of electricity damage (Dodge check vs. Abjuration roll for half damage). 
Negated by: Disintegrate

Green
Order: 4th
Effect: Stops breath weapons. Poison (Kills; Stamina check vs. Abjuration roll for -1d Strength instead).
Negated by: Passwall

Blue
Order: 5th
Effect: Stops divination and mental attacks. Turned to stone (Stamina check vs. Abjuration roll negates).
Negated by: Magic missile

Indigo
Order: 6th
Effect: Stops all spells. Willpower check vs. Abjuration roll or become insane (as insanity spell).
Negated by: Daylight

Violet
Order: 7th
Effect: Energy field destroys all objects and effects.1 Creatures sent to another plane (Willpower check vs. Abjuration roll negates).
Negated by: Dispel magic

The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).

Protection from Spells
Abjuration Difficulty: Heroic (40), modified by relationship
Time to use: 1 action
Prerequisite: Any 8 Abjuration spells
This power can be kept 'up'
Effect: You grant protection to up to 1 touched creature per 4 dice in Abjuration. The subjects gains a +2d+2 bonus on Stamina, Willpower, and Dodge rolls against spells and spell-like abilities (but not against supernatural and extraordinary abilities).
Repel Metal or Stone
Abjuration Difficulty: Heroic (40)
Time to use: 1 action
Prerequisite: Any 8 Abjuration spells
This power can be kept 'up'
Effect: Like repel wood, this spell creates waves of invisible and intangible energy that roll forth from you out to 18 meters. All metal or stone objects in the path of the spell are pushed away from you to the limit of the range. Fixed metal or stone objects larger than 8 cm in diameter and loose objects weighing more than 225 kg are not affected. Anything else, including animated objects, small boulders, and creatures in metal armor, moves back. Fixed objects 8 cm in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 12 meters per round.

Objects such as metal armor, swords, and the like are pushed back, dragging their bearers with them. Even magic items with metal components are repelled, although an antimagic field blocks the effects.

The waves of energy continue to sweep down the set path for the spell’s duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell’s power.

Unholy Aura
Abjuration Difficulty: Heroic (40), modified by relationship
Time to use: 1 action
Prerequisite: Any 8 Abjuration spells
This power can be kept 'up'
This is a Dark Side power
Effect: You ward up to 1 creature per die in Abjuration within a 6 meter radius centered on you. A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures (those without Dark Side points), and weakening good creatures when they strike the subjects. This abjuration has four effects.

First, each warded creature gains a +1d+1 armor bonus and a +1d+1 on Willpower, Dodge, and Stamina rolls. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.

Second, each warded creature gains 8d+1 spell resistance against Light Side spells and spells cast by Light Side creatures.

Third, the abjuration blocks possession and mental influence, just as protection from good does.

Finally, if a Light Side creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Stamina check against your Abjuration roll negates the effect).

Tuesday, September 18, 2012

Star Wars: Aliens, Na'vi

Na'vi
Attribute Dice: 11d
DEXTERITY: 2d+2/4d+2
KNOWLEDGE: 2d/4d
MECHANICAL: 2d/4d
PERCEPTION: 2d/4d
STRENGTH: 3d/5d
TECHNICAL: 1d+1/3d+1
Special Abilities:
Type II breathers: The Na'vi cannot breath Type I atmospheres without a breathing device. They have no problems in Type II atmospheres. 
Biochemical Connection: The Na'vi can connect to other species on their homeworld (including plants) via a tendril on the back of their heads. When connecting to species native to Pandora, they gain a +2d bonus on skills like Beast Riding.
Large:  Na'vi are large creatures with considerable reach. Na'vi can strike opponents up to 3 meters away. Most equipment must be made to account for their large size. They usually cannot fit in vehicles or use equipment for smaller species. 
Move: 11/13
Size: 2.7 to 3 meters

The Na'vi live on Pandora. They are humanoid in appearance and are tall, having pairs of eyes, ears, arms, legs and feet like humans, as well as a nose, a mouth, and expressions recognizable to humans. The Na'vi differ from humans in having blue, striped skin, pointed and mobile ears, large eyes, catlike noses and teeth, tails, and four fingers. While taller than humans, they have narrower proportions in body frame. Their bones are reinforced with naturally occurring carbon fibre. The Na'vi also have a distinctive tendril feature protruding from the back of their heads, surrounded by hair (resembling a long braid or queue), feeding directly into the brain. This organ allows them to connect with other organisms around them, transferring electrochemical signals such as thoughts and memories to the trees, plants, and other creatures.

The Na'vi can commune with animals on their planet by literally plugging their braid into the creatures' nerve systems. To become a warrior, a Na'vi must tame and ride a flying creature known as a Banshee. The Na'vi also use a neural bonding system, called "tsaheylu", to mate, a bond that when made, cannot be broken in the Na'vi's lifetime.

On religion, the chief and possibly sole deity of the Na'vi is a benevolent goddess known as Eywa. The Na'vi are able to "connect" to Eywa when they use their braids to connect to the Tree of Souls and other similar flora. Eywa is said to have a connection to all things Pandoran.

Monday, September 17, 2012

Star Wars: Devastator Starfighter


Confed Devastator
Craft: Confederation TB-80 Devastator
Type: Class A Torpedo Bomber
Length: 36 meters
Skill: Starship piloting: Devastator
Crew: 1
Crew Skill: Starfighter piloting 3d, starship gunnery 3d
Cargo Capacity: 250 kg
Consumables: 1 week
Cost: Not available for sale
Hyperdrive Multiplier: x1
Nav Computer: Yes
Maneuverability: 2d+1
Space: 6; Afterburner: 11 (1 round, burns 1 day of consumables)
Atmosphere: 330 / 950 kph
Hull: 4d
Shields: 4d+1
Sensors
--Passive
--Scan
--Search
--Focus
Weapons:
1 Heavy Plasma Cannon
ScaleStarfighter
Fire Arc: Front
SkillStarship Gunnery

Fire Control: 0d
Space Range: 1-7/30/60
Atmosphere Range: 100-750 /3 km /6 km
Damage: 6d
Stormfire Mk II
Fire ArcFront
ScaleStarfighter
SkillStarship Gunnery

Fire Control: 5d
Space Range: 1-6/25/50
Atmosphere Range: 100-600 /2.5 km /5 km
Damage: 2d+1
5 Warhead Launchers
Fire ArcFront
Skill: Starship Gunnery
Fire Control:
Load: 50
Decoy Launcher
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 0d
Load: 48

Wednesday, September 12, 2012

Star Wars: Force Powers, Abjuration (7th circle)

Sequester
Abjuration Difficulty: Heroic (35), modified by relationship
Time to use: 1 action
Prerequisite: Any 7 Abjuration spells
This power can be kept 'up'
Effect: When cast, this spell not only prevents divination spells from working to detect or locate the touched creature or object (up to 0.5 meter cube per die in Abjuration) affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled.

Spell Turning
Abjuration Difficulty: Heroic (35)
Time to use: 1 action
Prerequisite: Any 7 Abjuration spells
This power can kept 'up'
Effect: Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.

From 1d spells are affected by the turning. The exact number is rolled secretly.

If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created.

Roll randomly to determine the result.

d100
01-70: Spell drains away without effect.
71-80: Spell affects both of you equally at full effect.
81-97: Both turning effects are rendered nonfunctional for 1d4 minutes.
98-100: Both of you go through a rift into another plane.

Tuesday, September 11, 2012

Star Wars: Aliens, Tatopoulos

Tatopoulos
Attribute Dice: 10D
DEXTERITY: 2d/4d
KNOWLEDGE: 2d/4d
MECHANICAL: 2d/4d
PERCEPTION: 2d/4d
STRENGTH: 2d/4d
TECHNICAL: 3d/5d
Special Abilities:
Telepathy: The tatopoulos communicate using telepathy. While this ability is generally limited to their own species (and they rarely communicate with others), they can use an unconscious member of another species to "speak" for them. 
Story Factors
Invaders: The tatopoulos invade other worlds, strip it of resources, and move on to the next. As such, they are almost universally reviled by other species. 
Move: 10/12
Size: 1.4 to 1.7 meters

Physically, they are no more durable than a Human, but they do possess far superior technology, including enormous fleets of ships; defense fields to prevent attacks from reaching their ships' hulls; highly destructive weaponry and protective biomechanical suits.

The tatopoulos have a slender, quasi-humanoid body with three-jointed limbs and only two digits on their hands and feet. Their head is enlarged. They have large, pupil-less eyes (or eye-like organs) and a number of long, grasping tentacles protruding from their suits' backs. Lacking both ears and vocal chords, they communicate using a sophisticated form of telepathy. They are also able to control other beings, at least partially, by attaching tentacles to their necks. They apparently do this in order to communicate with non-telepathic species.

They travel around the galaxy in a single, massive Mothership that is around 550km in diameter. This ship can deploy numerous smaller, city-sized spacecraft. When invading an inhabited planet, the aliens' military tactics consist of large-scale attacks, destroying the major cities around the globe simultaneously and then heading to the next largest, presumably going on until there is nothing left. This species breathes oxygen and requires similar environmental conditions to humans.

Tatoloulos are rarely seen outside their biomechanical combat suits. These suits increase their strength by +1d, have 4 tentacles they can make attacks independently (2d to attack, 3d damage) and can control a creature they are attached to. The suit gives the tatopoulos 3d physical and 1d energy armor.