Force Points and U{sing them}

During a turn, you may use Force Point(s) and may choose from one of the actions below and spend the corresponding amount of points. You may only use 1 Force Point Action per turn.
  • *Indicates Trained Skill requirement of Use the Force.
  • **Indicates Talent requirement of One with the Force talent.
 

1 Force Point Actions

  • As a reaction, roll 1d6 and add the result to an Attack, Skill, or Ability roll.
  • As a reaction, roll/re-roll your initiative with Advantage.
  • As a free action, increase the effects of 1st-level Force Powers.
  • If you are reduced below 0 hit points and would be, bleeding out or dying, you may spend 1 Force Point as a reaction to instead fall unconscious at 0 hit points.
  • Additional powers are granted by Talents, Feats, Species Abilities, and Weapon Abilities.

2 Force Point Actions

  • As a reaction gain advantage reroll on a Trained Skill
  • As a reaction to failing a physical Ability or Skill check by 5 points or less, you may succeed under duress and take 1 Strain.
  • As a reaction to an adjacent party member being targeted for an attack, you may make an Initiative check as an attempt to push them out of the way, giving them a +5 to their General Defense and moving them 1 square.
  • As a full-round action, you may move +2 on the Condition Track.
  • As a full-round action, you may recover your hit die in health.
  • As a reaction reduce the amount of time spent on a Skill or Ability check.
  • As a reaction to having an attack declared against you, use two force points to make the attack do half damage if it is successful, this must be done before the Attack roll.
  • Take a 15 without any modifiers on your next Skill or Ability roll even if rushed or under duress.
  • You may treat reduce the DC to treat a Devastating Critical Injury with a Treat Injury check. The Lingering Injury penalty gained from it still remains until cleared with a Truamapac.

3 Force Point Actions

  • As a full-round action, you may recover your hit die in health and move +2 on the Condition Track.
  • As a reaction, Gain advantage plus 1d6 on your following Attack, Skill, or Ability roll.
  • As a free action, take a 15 on your next Skill or Ability roll, the same way you would take a 10.
  • As a free action, alleviate all strain.
  • You may, as a reaction, maintain your current Limb's condition when it is damaged (as long as the damage is above Shattered).
  • You may make a Treat Injury check on a dying ally, regardless of the outcome they; move 1 + (a number equal to the amount your Treat Injury check exceeded the DC of 20) on the Condition Track and recover their Hit Die + (a number equal to the amount your Treat Injury check exceeded the DC of 20)
  • You may as a reaction reduce the result of a Devastating Critical Injury Roll by 30.
  • You may clear a Devastating Lingering Injury on an ally without a Truamapac so long as you pass the DC.

4 Force Point Actions

  • You may ignore all current debuffs on your next Attack, Skill, or Ability roll.
  • As a full-round action, you may recover 2 of your class' hit die in health and move +1 Tier on the Condition Track.
  • As a reaction, after receiving damage that would reduce you to 0 hit points spend four Force Points to steady yourself at your base level hit points and set your Condition at the top of Tier V.
  • You may make a Treat Injury check on an unconscious ally, regardless of the outcome they; move 1 + (a number equal to the amount your Treat Injury check exceeded the DC of 20) on the Condition Track and recover their Hit Die + (a number equal to the amount your Treat Injury check exceeded the DC of 20)
  • You may make a Treat Injury check on yourself to clear a Devastating Lingering Injury without a Truamapac, the DC increases by 5.
  • You may as a reaction reduce the result of a Devastating Critical Injury Roll by 50.

5 Force Point Actions*

  • As a free action, you may ignore all current debuffs on your next Attack, Skill, or Ability roll and add your highest Ability modifier to the result {double it if you're already using that modifier.}
  • As a free action, you may take a 20 {not a critical success} on your next Ability or Skill roll, the same way you would take a 10.
  • If you receive enough damage to sever a Limb you may stabilize its condition at Mangled.
  • You may make a Treat Injury check on a helpless ally, regardless of the outcome they; move 1 + (a number equal to the amount your Treat Injury check exceeded the DC of 20) on the Condition Track and recover their Hit Die + (a number equal to the amount your Treat Injury check exceeded the DC of 20).
  • You may as a reaction negate a Devastating Critical Injury inflicted upon an ally within your line of sight.

6 Force Point Actions**

  • As a reaction, you may add an extra d20 on your next Attack, Skill, or Ability roll, with your corresponding modifiers. {If both roll a natural 20 it is a critical success and the user recovers three force points.}
  • As a full-round action, you may revive an unconscious ally within your line of sight at 5% of their hit points and place them at Tier V on the Condition Track.
  • As a full-round action when unconscious during your turn, you may spend six Force Points to recover your hit die in health and place yourself at Tier IV on the Condition Track.
  • As a full-round action, you may make a Use the Force check DC 25 to revive an ally who died during this or the previous round.
  • You may as a reaction negate a Devastating Critical Injury inflicted upon yourself.

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