New Force Powers

Force Confusion [Mind Affecting]

This Power is a more powerful version of the Mind Trick, it can actually make a weak willed individual fight for you.

Prerequisite: Mind Trick
Time: Standard Action
Target: 1 target within 6 squares in line of sight
Make a Use the Force check and compare the result to the target’s Will Defense. If the attack hits, the target treats all characters as though they were enemies. Additionally, he must make an attack of opportunity against any targets that provoke. Force Confusion is a Mind Affecting ability that lasts until the end of your next turn.
Special: Maintaining Force Confusion is a Swift Action, and you must make a new Use the Force check each round. On your turn, you may spend a Force Point to grant the target of Force Confusion an immediate Standard Action, which he must then use to make an attack against the nearest target, charging if necessary.

Adrenaline Adjustment

When this power is activated, the Jedi character induces increased adrenaline flow throughout her body.

Time: Swift Action
Target: You

Make a Use the Force check. The result of the check determines the effect, if any.

DC 20: You gain a +2 Force bonus to attack and damage rolls and a +2 square Force bonus to your movement speed for the duration of the round.
DC 25: As DC 20, except the Force bonus to attack and damage rolls is increased to +4.
DC 30: As DC 20, except the Force bonus to attack and damage rolls is increased to +6.

Special: Failure to properly activate this power results in an immediate -1 penalty on the condition track. You may maintain this power in subsequent rounds. Maintaining Adrenaline Adjustment is a swift action requiring the expenditure of a Force Point, and you must make a new Use the Force check each round. Once the power expires, you suffer a -1 penalty on the condition track for every round this power was kept up beyond the first.

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