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  • Officer
    Dawnseeker
      Member since: 12/10/2021

      Force Abilities

      All of the Force Abilities in the Anaxes Dueling System cost some of your pool of FP/TP. The size of your pool is indicated by your IC rank, as indicated in the first table on this page. How much an ability costs is determined by its level of power. Your character is limited in what maximum level of abilities they can manifest by their IC level. If you are deemed to have ICly achieved Mastery of an ability of Padawan tier or higher, subtract 1 from the cost of the ability.

      Ability Level FP Cost
      Initiate, Recruit 1
      Padawan, Enlisted 2
      Knight / NCO 3
      Master / Officer 4

      The chart below indicates which Force Abilities have a place within the Dueling Roll System. Many of these powers are Standalone Abilities and do not stack with your Saber Form when using the Dueling Roll System. Powers that are Augment Abilities are those that are able to be used in conjunction with your Saber Form, and will be marked with a YES on the table and also highlighted in Blue along with a YES in the indicator field.

      Powers that are Mind Shields may be established at the beginning of your attack turn and do NOT count against your use of an attack or an Augment Ability for the round. A Mind Shield‘s maximum strength and cost is based upon your proficiency as well as the tier of the ability itself, and remains intact until broken. Your Mind Shield may be triggered by choice against any skill of a lower tier (based on proficiency used) than it, or it may be automatically triggered by a skill of equal or higher tier (based on proficiency used) than it. If your Mind Shield successfully defends you, your opponent’s roll loses any numerical bonus from the mind-affecting ability they attempted to use against you on their defense, and it will negate the use of Standalone Abilities on attack entirely. Once your Mind Shield is spent, it cannot be reapplied until the start of your next Attack turn.

      When using a Standalone Ability, you apply any listed bonuses to your attack roll. When defending against a Standalone Ability, you may choose to either defend using the modifiers from your Combat Form plus any additional Augment Ability, or you may defend using another Standalone Ability, applying the modifiers the same as you would on an attack.

      General Note: Highest Number wins. Defender wins tie unless attacker is higher rank or specifically stated in form or weapon mechanics used.

      Mastery Clause for Non-Combat Situations: Upon rolling a d100, even if the roll is low, a player with a mastered ability will have some type of success, albeit minimal.

      Initiate Abilities
      Ability Augment? Attack Defense Bonus Mastery Bonus
      Force Empathy Yes +1 Can be used for 2 Def consecutive rolls
      Force Jump Yes +1 +1 Can be used for all Atk/Def for round
      Force Speed Yes +1 +1 Can be used for all Atk/Def for round
      Telekinesis I +2 Success: Deal 1 damage, Opp takes -1 to next Atk roll
      Thought Shield Mind Shield +X Beginner (Initiate): 1FP, +2
      Intermediate (Padawan): 2FP, +4
      Expert (Knight): 3FP, +6
      Mastery (Master): 4FP, +8

       

      Padawan Abilities
      Ability Augment? Attack Defense Bonus Mastery Bonus Beyond -1FP Cost
      Alter Damage Yes +0 +0 Success: Choice of +1 or -1 saber Dmg Choice of +1 or -1 of Opp saber Dmg
      Danger Sense Yes +2 Augment lasts until end of round
      Force Barrier +4 Can be used to defend Self or an Ally Up to 4 adjacent Allies can be protected (you and three others OR four allies to the exclusion of yourself)
      Force Bellow +4 Success: Opp suffers -2 to rolls for next 2 actions Can effect up to 4 adjacent targets
      Force Body I Success: Damage to self is halved for round (if  not a whole number, round up); your Def or Atk rolls take -2 for round You no longer suffer the roll penalty
      Force Deflection +4 Only useful against Blasters. Success: send attack back at sender at 1/2 potency Also effective against Force abilities. Deflects blaster fire back at full potency, Force abilities back at half potency
      Force Illusion I +4 +4 Success: Opp takes -2 to next Atk or Def roll Opp takes -2 for next two rolls
      Force Stun I +4 +4 Success: Opp takes -2 to Atk or Def roll Opp takes -2 for next two rolls
      Force Weapon Yes Success: Deal 2 damage with object used like a saber as obtained from your environment Can defend saber attacks with worn clothing items
      Ionize I +4 Only useful against mechanical targets. Success: Deal 2 damage, Opp takes -1 to next Atk roll Opp takes -1 for next two rolls
      Mechanical Manipulation I +4 Only useful against mechanical targets. Success: Deal 2 damage, Opp takes -1 to next Atk roll Opp takes -1 for next two rolls
      Revitalize Self or Target regains half of THEIR maximum FP rounded up, diminishing by half each use. Lose subsequent Atk or Def AoE Revitalize to allies at exclusion of Self
      Telekinesis II +4 Success: Deal 2 damage, Opp takes -1 to next Atk roll Add +1 to Atk modifier, May instead Disarm opponent but deal no Dmg
      Telepathy II Yes +2 Augment lasts until end of round
      Tutaminis I +4 Only useful against ranged Energy or Force attacks. Success: regain 1FP

       

      Knight Abilities
      Ability Augment? Attack Defense Bonus Mastery Bonus Beyond -1FP Cost
      Alter Environment I +6 Success: Deal 2 damage Targeted AoE (excludes allies)
      Battle Precognition Yes Your next Atk or Def roll is made with Advantage (Roll 2d20 and keep the highest). This may stack with other sources of Advantage. If one or both of your rolls before modifiers is between 1-5, you may reroll 1 of them, keeping the new result.
      Cleanse Mind Clear all debuffs on self OR other. You lose next Atk or Def Can expend more FP to affect more targets: 2FP affects 1 target, 3 FP affects 2, 4 FP affects 3
      Force Blinding +6 +6 Success: -3 to Opp Atk/Def rolls till the beginning of your next turn. Targeted AoE (excludes allies) of up to 4 enemies
      Force Exhaustion +6 +6 Success: -3 to Opp Atk/Def rolls till the beginning of your next turn. Targeted AoE (excludes allies) of up to 4 enemies
      Force Illusion II +6 +6 Success: Opp takes -3 to next Atk or Def roll Opp takes -3 for next 2 rolls
      Force Inertia +2 +2 Gain +2 on all Atk and Def rolls for the round, expiring before your next Atk. Additional 1 dmg on successful Atk
      Force Light I +6 Only useful against Dark Side targets. Opp receives -2 for all rolls for round. Success: does 2 damage, Opp loses next action Additional +1 to Atk roll
      Force Shield Mind Shield +X Can be used against 2 abilities before being spent

      Beginner Expert(Knight): 3FP, +6
      Mastery
      (Master): 4FP, +8

       
      Force Stasis I +6 +6 Success: Opp takes -3 to next Atk or Def roll

      Channeled: Success: Opp loses next action. You lose next Atk or Def action

      Additonal cost of 2FP. Success: Opp loses next action
      Force Stun II +6 +6 Success: Opp loses next action. You lose next Atk or Def action Additional +1 to Atk or Def roll
      Force Valor Yes +3 +3 Add +3 to next Atk roll or Def roll If your previous roll was unsuccessful, you may add the +3 to your next roll as your Augment for that round at no additional cost.

      If the second roll fails, this modifier no longer carries over until the ability is used again.

      Ionize II +6 Only useful against mechanical targets. Success: Deal 2 damage, Opp takes -2 to next Atk roll Additional +1 to Atk or Def roll
      Mechanical
      Manipulation II
      +6 Only useful against mechanical targets. Success: Deal 2 damage, Opp takes -2 to next Atk roll Additional +1 to Atk or Def roll
      Plant Surge +6 Success: Deal 2 damage Targeted AoE (excludes allies). Success: Deal 2 damage

      OR: Targeted AoE (excludes allies). Success: Opps lose next action

      Telekinesis III +6 Success: Opps in frontal cone take 1 Dmg, Opps take -3 to next Atk roll Instead of 1 Dmg and Opp taking -3 to next Atk roll, choose to cause those in frontal cone to lose next action
      Telepathy III +3 Augment lasts until end of round Can instead confuse up to 4 enemies on Success, causing -3 to Atk rolls until end of round
      Tutaminis II +6 Only useful against ranged Energy or Force attacks. Success: Add +1 to next Force attack if successful, regain 1FP Roll with advantage on defense

       

      Master Abilities
      Ability Augment? Attack Defense Bonus Mastery Bonus Beyond -1FP Cost
      Alter Environment II +8 Success: Deal 2 Dmg Earth: Targeted AoE (excludes allies). Success: Deal 2 Dmg

      OR: Targeted AoE (excludes allies). Success: Opps lose next turn

      Air Mastery: Targeted AoE. Success: Opps take -4 to next Atk and Def rolls

      Battle Mind Yes +4 +4 Add 4 to next Atk roll, OR Add 4 to Def rolls for round Immune to debuffs and conditions for round, all debuffs and conditions are purged, not subject to debuffs when entering the state
      Force Body II Yes Can be reduced to 0HP and continue until FP runs out (must pay 4FP every round after reaching 0HP); your Def or Atk rolls take -3 for round You no longer suffer the roll penalty
      Force Healing III Heal 4 Dmg on self or target, cannot Atk or Def till next round May attack or defend with a -2 Def on the roll for the rest of round
      Force Illusion III +8 +8 Success: all Opp within range take -4 to next Atk or Def roll Additional +1 to Atk or Def roll
      Force Immunity Immune to Force Abilities for round, your Def or Atk rolls take -4 for round Gain inherent +2 Def vs Dark Side abilities regardless of use of Force Immunity
      Force Light II +8 Only useful against Dark Side targets. All Opp within radius receive -3 for all rolls for round. Success: also does 2 damage to all Opp within radius Additional cost of 4FP to cause total of 4HP of damage to all Opp within radius, practitioner cannot Atk or Def for one turn prior to use
      Force Protection Success: Immune to All attacks or effects for round, unable to act while this occurs May extend your immunity and loss of actions for a second round.
      Force Stasis II +8 +8 Success: all Opp in frontal cone take -4 to next Atk and Def rolls until the beginning of your next turn.

      Channeled: Success: Opps in frontal cone lose next action. You lose next Atk or Def action

      Targeted AoE (excludes allies)

      Additonal cost of 2FP: Success: Opponents in frontal cone lose next action

      Force Stun III +8 +8 Success: all Opp in proximity lose next action. You lose next Atk or Def Additional +1 to Atk or Def roll
      Ionize III +8 +8 Only useful against mechanical targets. Success: Deal 2 damage, Opp takes -3 to next Atk or Def roll Targeted AoE (excludes allies)
      Malacia +8 +8 Success: Opp takes -6 to Atk and Def rolls until the beginning of your next turn. Targeted AoE (excludes allies). Success: Opps take -4 to Atk and Def rolls until the beginning of your enxt turn.
      Mechanical
      Manipulation III
      +8 +8 Only useful against mechanical targets. Success: Deal 2 damage, Opp takes -3 to next Atk or Def roll Additional +1 to Atk or Def roll
      Telekinesis IV +8 Success: Deal 4 Dmg, all in proximity get -4 to next Atk or Def roll Force Burst, Success: Deal 3 dmg on enemies within AoE some distance away, Opp take -4 to next Atk or Def roll
      Tutaminis III +8 Only useful against ranged Energy or Force attacks. Success: Add +2 to next Force attack, regain 2FP Able to attempt defense against a frontal cone of attacks; Roll with advantage on defense

       

      • This reply was modified 1 year, 2 months ago by Dawnseeker.
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