Force unleashed campaign guide pdf
Art of Concealment: Some smugglers are adept at hiding contraband and weapons, even on their person. When makinq a Stealth check to conceal an item, you can take 10 even under pressure.
Additionally, you can conceal an item as a swift action. Fast Talker: Smugglers must be quick to explain discrepancies in their cover stories.
Once per day, you can take 20 on a Deception check as a standard action when attempting to deceive. Prerequisite: Art of Concealment Hidden Weapons: If you draw a concealed weapon and attack a target that failed to notice the item in the same round, that target is considered flat-footed against you. You can draw a concealed item or a stowed item as a move action. Additionally, if you, have the Quick Draw feat, you can reduce this to a swift action.
Prerequisite: Art of Concealment. Illicit Dealings: Smug. When using Persuasion to haqqle for restricted, military, or illegal goods you may roll twice, keepinq the better result. Surprise Strike: Sometimes a smuggler has to fight his way out of a bad situation. If you fail any Deception check to convey deceptive information, you can initiate combat and make a singl'e unarmed attack as a free action' in the surprise round or with a melee or ranged weapon, if vou have the Quick Draw feat ; alii other combatants are considered surprised even if they are aware of you.
Growing Imperiall control over the space lanes and officiall qalactic exploration forces many of the freethinkinq scouts to sed new areas of employment. Some move into the corporate world, searching for-new systems or planetary regions rich in resources. Others specialize and restrict their knowlledge to certain WOrlds. In the meantime, Imperial scouts continue with galactic exploration, allbeit based on the ideals and priorities of the New Order.
Scouts often take part in extended missions. It is not unusual during this time for a scout to return to a bewilderinq new reality in the galaxy, even years after the fall of the Republic.
For these scouts, the Empire has appeared out of nowhere, along with a restrictive bureaucracy. Their former employers might no lonqer live or exist. Worse, for most scouts, their employers might have been targeted as enemies of the Empire, arousinq immediate suspicion of those individuals among customs officials or other authorities.
Given their knowledge of the less traveled regions, their individualistic nature, and their stealth and survival skills, it is not unusual, for scouts to be tapped by organizations for clandestine operations.
Some scouts become informers or outriglht spies for resistance groups, criminal liords, or even. Any character who can normally choose talents from the Awareness talent tree can choose this talent as well. Once per encounter, at any time after the fjrst full round that is, the first full round after the surprise round, [f one occurs. Blendlln: You know the tricks of body language and movement that allow you to dlsquise your appearance without elaborate materials or efforts.
You are considered trained in the Deception skill for the purpose of using this talent. If you are entitled to a Deception check reroll, you can reroll your Stealth check instead subject to the same oircumstances and conditions.
Incognito: Spies are adept at concealing their identities, even if not using a physical disquise. You can reroll your Deception check for the purpose of creating a deceptive appearance, uS'ing the better result. Prerequisite: Blend In. Intimate Knowledge: Experienced spies and scouts remember manv details from previous assignments, providing insights on later missions. Prerequisite: Surveillance. Your allies must be able to hear and understand you, to benefit from this bonus, and they do not lose the benefit of this talent if they move out of line of sigrht after it is used'.
Prerequisite: Trained in the Perception skill. Traceless Tampering: Spies specialize in leavinq no evidence of their presence when they tamper with advanced electronics or basic mechanical systems. When using Mechanics to disable a device, you autornatlcaltv leave no trace when tampering with no DC increase. The Clone Wars have just ended, and soldiers were needed on alii sides. However, with the war's end and the rise of the Empire, warriors have returned to their homes and their lives.
The number of actual soldiers has diminished, while the number of former warriors has increased many times. The early Imperial armed forces were filled out with clone troopers, but requiar army, navy, and othersoldiers were soon needed as the Imperial armed forces grew at a rapid Irate. Soldiers who were not desired by the Empire, or who were unwilling to support the new government, had many other possibilities.
Some joined local planetary forces, private corporate armies, mercenary gruups, and even resistance fighters. Many of these were non-Humans forced from lmpenal service. Pre-Rebeillion resistance groups benefited greatly from this development. Mercenary units and criminal orqanizations also received a great boost in ability, aptitude, and' wartime experience. Though money might motivate them, few types of soldiers are more capab'le of operating independently.
Talents from this tree can be used to qualify for the elite trooper prestige class, in addition to those listed in the Saga Edition core rulebook. Cornmandinq Presence: Once per encounter, you can activate this talent as a swift action. Until the end of the encounter, alii your enemies within 6 squares of you take a -2 penalty to their Will Defense. This is a mindaffectinq rear effect. Additionally, Persuasion is now considered a class skill for you.
Dirty Fighting: Once per encounter, if you successfully damage an opponent with a melee or rangedl attack, you reduce the target's damage threshold by 2 for the remaind. Feared WarriQr: Your abilities on the battlefield are well known and feared.
When you reduce an enemy to 0 hi, points with an attack, you can make a Persuasion check as a free action against all targets within 6 squares. If your Persuasion cheek exceeds a target's Wilill Defense, that target takes a -2 penalty on attack rolls for the remainder of the encounter, This talent affects any qiven target only once per encounter, This is a mind-affecting fear effect. Prerequisite: Commanding Presence. Focused Warrior: Your traininq makes you confident and disciplined in combat.
You lose this bonus to Will Defense if you are surprised or flat-footed for any reason. Prerequisite: Dirty Fighting. Below are new specific uses for some of the skills in the game. However, a skill could apply in situations even when specific rules are not provided in the skill description, It is up to the Gamemaster to determine when a skill is applicable, or if an ability check is more suitable.
The following new uses of the Acrobatics skill are available to anyone who is trained in the Acrobatics skill. Low and High Gravity Environments [Trained Only : You can make a DC 20 Acrobatics check to negate the penalties to attack roilis in low and' high gravity environments see page of the Saga Edition core rulebook.
When crossing wide spaces or traversing congested areas, you can make an Acrobatics check at no penalty to arrive on target As a swift action, vou can make a DC 20 Acrobatics check to lessen your attack roll and skill check penalty to -2, instead of the normal IMB Some worlds have severe conditions that rh,ake climbing even more difficult than normal.
The following new rules app'ly to anyone making Climb checks under extreme conditions. Extreme Conditions: Climbing in extreme conditions high altitude, weather, temperature, or unusual cIIimbing surfaces] brings additional challenges. Proper clilmb:ing and survivall gear is required. Extreme conditions can increase the DC by 5 for each circumstance in addition to the regular!
Specialized climbing gear can negate these penalties to Climb checks under those conditions; typically, such gear costs the same as a fiel'd kit. The following new uses of the Deception skill allow heroes to keep their clandestine activities hidden from the Empire, and offer a few surprises for those who get too close. Creating a Diversion to Hide an Item: You can use Deception to he'lp you quickly hide an item while you are being observed.
A successful Deception check that equals or exceeds the target's Wiolll Defense gives you the momentary diversion you need to attempt a Stealth check to hide the item on or near your person while the target is aware of you see page 73 of the Saga Edition core rulebook.
Feign Haywire [Droids Only : You can simulate a droid going' haywire by popping open some of your access panels, moving erratically, and making an assortment of electronic and! As a full-round action, you can make a Deception check, comparing the result to the WilllllDefense of.
If the result of the Deception check is equal to or greater than 8 target's Will Defense, that target is considered flatfooted against you. If you take any action, the deception ends at the. Enemies of the Empire must malke do with what little information they can qathes, The following use of the Gather Information skill is available to any hero who has Gather Information as a trained skill.
Once per day, after accumulating data from previous Gather information checks by yourself or others, you can make an additional Gather Information check to analyze the data. As a result, man. The followinq new use of the Mechanics skill can be used by anyone who has Mechanics as a trained skill. Some, objects are beyond the ab:illilty off most characters.
Use the costs given in chapter 6 of the Saga Ed-iltion core rulebcok as a guide. Remote locations, rare parts, or expensive materials might raise the costs to double, triple, or even higher. When buildinq an object, determine the object's final hit points based om the statistics on Table , page of the Saga Edition core rulebook. For vehicles, use the actual hit points of the completed object.
Alii objects bein. Each hour that you work on. Success indicates you build 1d8 hit points' worth of the object's total hit points. When the item reaches full hit points, it is completed and can be used as normal'. Larger items require more time to build than smaller ones. Multiply the object's hit points based on the table below for the purpose of determining how long it takes to build the object when completed.
For example, a Large manufactured object has 10 hit points. However, since it is a Large item, it effectively mas 50 hit points for the purpose of determining how long it takes to build the object how many hit points you must build before it is completed. When completed. Complex 40 Item requiring significant design and manufacturing skills, sophisticated parts, and special facilities. Bribery can be a powerful means of qettjnq things done, and the taint of the dark side is no more visible than in the corruption of the Empire's officiais.
The following new uses of the Persuasion skill allow heroes in a Force Unleashed campaign to bribe their enemies and commu- nicate with other intelligent species. As a move action, you can attempt a Persuasion check to improvise communication witih anot'her being.
The tarqet must be able to see you, and you can communicate only simple concepts. The check DC is equal to 20 minus the target's Intelligence modifier. If the target of Y JUr improvised communication has agreed upon signals for certain concepts ln advance, reduce the Persuasion check DC by 5. A vehicle can be hidden among a large pile of crates in a warehouse, or contraband can be hidden deep within smuggling compartments aboard starships.
Conceal Large Items: As a full-round action, you can attempt to conceal or hide a large item inside a room, behind a piece offurniture, inside a hidden compartment, or within a shipboard locker or other location.
A large item is one that is the same size category as you or larger. Other characters can notice a concealed object or, if the item has total concealment, discover a DC 10 20 30 telltale sign that something is amiss such as unusual scratches, fibers, or sme'Jlls by making a successful Perception check opposed Iby your Stealth check result '. U may not take 20 on this check, but you may take The following application of the Survival skill is available to any character who has Survival as a trained skill.
Extended Survival [Irained Only : You are trained in methods of longterm survival in the wild. If you are required to survive in an uncivilized area for more than 48ihoU'fs, Y8U can make a DC 20 check to find a suitable location for a basic shelter and campsite.
Some feats are especially appropriate for Force Unleashed campaigns and shoutd contribute to character concepts commonly found in this time. Benefit: When you make a successful attack against an enemy who has not yet acted in combat, you add your full heroic level to damage rolls. Normal: Typically you add only one-half your heroic level to damage rolls.
Prerequisite: Trained in the Stealth skill. Benefit: When you have cover, you take no damage from area attacks, even if the attack roll exceeds your Reflex Defense.
Normal: You take no damage from area attacks when you have cover only if the attack roll misses. Prerequisite: Dexterity Benefit: When throwing a grenade or qrenadelike weapon, you can attempt to bounce it off a waf or other surface close to your target. If your attack roll exceeds a Reflex Defense of 15, you.
INO You have developed an innate abilitv to sense when things are going badly, andl thus can prepare yourself for the worst. If vou are not surprised, you. Prerequisites: Coordinated Attack. Prerequisite: Rage species trait. Benefit: You can enter a rage as a free action. Your rage ends 1 round after you declare it is finished. Normal: You must use a swift action to begin a rage and may not end it at will. Special: You may not use this feat to extend the number of rounds of rage available to your character.
Benefit: If you miss when making a ranged attack against a target that has soft cover that is, cover provided by another character, creature, or droid , you can immediately make an attack roll with the same weapon and at the same attack bonus against the target that is providing the soft cover. You can use this feat only once per round. Prerequisites: Rage species trait, Controlled Rage.
Benefit: When making a Bantha Rush, you push your opponent a number of additional squares away from you equal to-half your Strength modifier round down, minimum 2 squares pushed total. Normal: When using Bantha Rush, you normally push your opponent only 1 square away from you. Each class mentioned below adds the following feats to its list of available bonus feats.
Benefit: You can use your Perception modifier instead of your Gather Information modifier when making Gather lnforrnation checks. You: are considered trained in the Gather lnforrnation skill for the purpose of using, this feat.
Ilf you are entitled to a Gather lnforrnation chec'k reroll, you can reroll your Perception check instead subject to the same circumstances and limitations.
Additionally, when you have favorable conditions for your Gather Information check such as from operating on your home planed, you reduce by half the time it takes to make a Gather Information check. Prerequisite: Strength Benefit: You can add your Strength bonus in addition to your Dexterity bonus to your ranged attack bonus when using thrown weapons including grenades and grenadelikeweapons.
Also, you can increase the length of each range category by a number of squares equal to your Strength modifier. Benefit: You become the leader of an organization of your design see Chapter 4: Organizations for more information on designing new organizations.
The organization has a scale equal to one-half your heroic level plus your Charisma bonus. This bonus does not stack with any bonus provided by the noble's Cocrdmste talent.
Prerequisite: Trained in at least one Knowledge skill. Benefit: Once per day, you can reroll any check for a Knowledge skill that you are trained in, using the better result. Prerequisites: Double Attack chosen weapon , proficient with chosen weapon. Benefit: Choose one of the weapon groups or exotic weapons you selected for the Double Attack feat. Benefit: You can spend 1 hour scavenqinq materials from other vehicles or objects.
When you do so, you make a Perception check to determine the value of the parts scavenged. You produce raw materials equal in value to the result of vour Perception check x 30 credits. You must apply these raw materials toward the cost of construction of a single object see the build! Additionally, you can scavenqe raw materials only once for any given object yO'iJ are attempting to build.
Benefit: When you make an autofire attack, instead of attacking a 2- square-bysquare area, you attack a line 1 square wide and 4 squares long. Special: If you. Prerequisite: Coordinated Attack. If you have the Force Sensitivity feat, you also gain access to Force Unleashed abilities see page Prerequisite: Must have chosen a destiny or secret destiny. Benefit: You can activate Unleashed abilities by spending a Destiny Point. You must also have the Force Sensitivity feat in order to activate Unleashed abilities for Force powers and talents.
Normal: You may not use Unleashed abilities and powers. Garnernasters and players who have chosen to use the optional destiny rules from the Saga Edition core rulebook can use the additional destinies presented here. They are suitable for Dark Times themes and campaigns, but can be adapted for use in any era. The Gamemaster and players should work together to determine a destiny's impact on a campaiqn, One or more destinies might form the driving force for an entire campaiqn, or the central focus of a short series of adventures, In one oil these cases, the Gamemaster should present the characters with choices that reqularlv affect their destinies, giving them many opportunities to gain destiny bonuses and penalties.
Destiny-based campaigns should culminate in a final adventure that allows characters to ultimately resolve their destinies, for better or for worse. As the realities of lmperia' rule. Will they buy into the promises and ideoloqv of the New Order, or fight it on any front?
Several of the destinies described below center on those who want to fight the Empire and begin organized resistance at any level. The Gamemaster and players might want to select complementary destinies. For example, one player might use the base of resistance application see the sidebar on page 36 for the Discovery destiny to organize a new base for freedom fighters, while another character seeks the ChamlPion destiny to become [he leader of the group that utilizes t!
Ultimately, both of these destinies might support yet another character who has the liberation destiny. Alternatively, a single character might conclude one destiny and take on another. You must use this item in support of another character's destiny, or in a future destiny of your own. Others might help create the actual item. Sample Champion Destiny: Recruiting Your destiny is to convince an influential person or group to secretly aid or openly join the resistance effort on a planet or in a sector.
The person or gro. The group might be a far-reaching criminal organization that has agents, established rackets, transports, and cover facilities throughout a sector. It could be a corporation that could lend its financial and material support to a local rebellion. Perhaps the hero encourages an influential military, government, or corporate leader currently serving the Empire to defect and aid the resistance.
Convincing this entity to change its allied or neutral stance toward the Empire requires the hero to undertake missions to earn that individual's trust. Sample Discovery Destiny: Base of Resistance.
Your destiny requires you to establish a hidden base that provides a safe haven and support for resistance fighters in a specific region. You might need to locate a new world that could accommodate a secret base or find a concealed facility on a known world from which dissenters covertly operate against the Empire.
You might need to gather allies and create secret support networks to maintain the base, supply it with equipment and weapons, and provide transportation for resistance forces. The scope of this destiny varies; it might be enough to establish a secret gathering place and a supplv depot to aid resistance fighters in a single city, or it might require the construction of a fully operational base to support paramilitary operations in an entire system or even a sector.
Sample Discovery Destiny: Force Unleashed.. You believe the Force to be far more powerful than most people think It IS. Your destiny requires you to discover the depths of the Force and its abilities, expose friendly Force-users to this potential, and prevent enemies from wielding such power against you and your allies. The Gamemaster can use this destiny in combination with a special campaign to allow characters access to the Unleashed Force powers presented in Chapter 6 and gain use of the Unleashed feat on page Characters who are not Force-sensitive could take this destiny to gain access to the Unleashed feat.
Campaigns might focus on one aspect of this destiny, such as discovering and learning new powers, preventing a specific enemy from using Unleashed powers, or training another Force-user. For long-term campaigns, one aspect of the destiny might lead to the next An example of a character with this destiny is Darth Vader's secret apprentice.
Pursuing this destiny might require you to seek out rare or restricted materials, expert advice, and adequate construction facilities or shops. Destiny Penalty: You take a -2 penalty on skill checks and ability checks fo r 24 hou rs. Destiny Fulfilled: You or any ally within ilne of sight can spend 2 Force Points in a single round while performing a,n action usirng the created object.
They must attain this goal through a mixture of training, charisma, experience, and political maneuverrnq. Destiny Psnattv: You take a -2 penalty to all your defenses for 24 hours.
The focus of this destinv tan range from a persecuted group-a small alien enclave, a remote town, or an orbital installation-call the way to a city, a starport, or even an entire planet. As another example, she could attempt to wrest control of a starship construction facility from the Empire by inrfluencing the worker population to revolt, supplying arms and equipment, and leading them in a mutiny.
Achieving this objective usually requires organizing resistance to Imperial forces that are persecuting the local populace, destroying key installations or assets, or deterring or eliminating personnel that are vital for the Empire to maintain its oppressive grip. Destiny Penalty: You take a -2 penalty on damage rolls for 24 hours. The Gamemaster and players are encouraged to plsv up, the drama and excitement of such a memorable scene.
Using an Unleas'hed ability requli'res the expenditure of a Destiny Point. To use one of these powers, your character must possess the llnleashed feat and have a destiny.
At the Garnemaster's discretion, a hero might be required to complete a special destiny to gain. Unlike with feats and other abilities, Unleashed abilities are not selected ahead of time. Instead, you select the one you want to use based on the drcumstances at the moment. However, you must meet any prerequisites mentioned 'in the descriptions.
The use of these abilities is optional, and subject to Gamemaster approval. Prerequisites: Bantha Rush feat, LJnleashed feat. ROE Few things can stand in your way when vou make a ferocious and nearly unstoppable charge to attack an enemy.
Prerequisite: Unleashed feat. Benefit: By spending a Destiny Point, you make an amazing charge attack. YOUI can move up to twice your speed minimum 2 squares in a straight line through obstructed or unobstructed terrain, and then take a full attack action as a part of this standard action instead of a full-round action. Allies do not hinder your ability to charge. Special: If you have the Improved Charge feat, you can alter vour course around obstructions and' enemies.
If you have the Powerful Charge feat, you can apply the benefit of that feat as well. EAVE When you fell a foe, your attacks continue on to all of your nearby enemies. Prerequisite: Cleave feat, Unleashed feat. Benefit: When you deal enouqh damage to an opponent to reduce its hit points to 0, you can spend a Destiny Point to get an immediate extra melee attack aqainst all opponents within your reach. This feat works in all other ways as the Cleave feat. Prerequisites: Devastating Attack, Unleashed feat Benefit: When YGU make an attack e,ither as a single attack or part of a full attack action , you can spend a Destiny Point to treat every attack as though it exceeded the target's damage threshold, regardless of whether or not the attack normally would, until the beginning!
Prerequisites: Extreme Effort, Unleashed feat. Benefit: By spending a Destiny Point, as a standard action you can fire at up to five separate targets within range of your ranged weapon. Make a single attack roll and compare the result to the Reflex Defense of each target.
Roll a single damage roll and apply it to every target successfully hit. Special: Bonuses and penalties from other feats and talents stack with this ability. You can attack each target only once. You must have enough ammunition for each target; otherwise you stop dealing damage when you run out.
Aiming provides no benefit on this attack. Prerequisites: Ignite Fervor, Unleashed feat. Benefit: When you use the Ignite Fervor talent, you can spend a Destiny Point to provide the damage bonus to all allies within line of sight. Prerequisites: Keen Shot, Unleashed feat. Benefit: When you make a ranged attack, you can spend a Destiny Point to ignore all cover on attacks until the beginning of your next turn. Prerequisite: Mighty Swing feat, Unleashed feat.
Prerequisites: Penetrating Attack, Unleashed feat. Benefit: When you make an attack either as a single attack or part of a full attack action , you can spend a Destiny Point to ignore all damage reduction of your targets until the beginning of your next turn. Prerequisites: Rage species trait, Unleashed feat. At the end of your rage, you move -2 persistent steps along the condition track. The penalties imposed by this condition persist until you take at least 20 minutes to recuperate, during which time you can't engage in any strenuous activity.
Prerequisites: Skirmisher, Unleashed feat. Benefit: When you gain the benefit of the Skirmisher talent on a melee or ranged attack, you can spend a Destiny Point to get an automatic critical hit on your attack and gain a bonus to your base damage equal to the number of squares you moved.
Prerequisites: Sneak Attack, Unleashed feat. You must be within 6 squares of the target to make a sneak attack with a ranged weapon.
This extra damage stacks with any damage bonus provided by the Sneak Attack talent. Prerequisites: Strafe feat, Unleashed feat, weapon with autofire. Benefit: When you use the Strafe feat, you can spend a Destiny Point to targetan area 4 squares long by 3 squares wide. Prerequisites: Unleashed feat, Whirlwind Attack feat. Any character who has levels in the bounty hunter prestige class can choose from these talents as well. Fearsome: Your reputation precedes you, striking fear in your target.
Any opponent within 6 squares whose level is equal to or less than your heroic level takes a -1 penalty on attack rolls made against you. Prerequisite: Notorious. Signature Item: You are famous for using certain items, and you have become skilled at wielding them.
You select a single weapon, suit of armor, vehicle, starship, or other item. Each time you do so, you choose a new object to be your signature item. The effects of multiple signature items are cumulative with one another, increasing this morale bonus by 1 each time. Jedi Hunter: You are skilled at fighting Jedi and other Force-users.
Deny Move: When you score a critical hit with a melee or ranged attack, your target cannot move on its next turn. Prerequisite: Reduce Mobility. Extended Critical Range heavy weapons : When you are using a heavy weapon, you extend the weapon's critical range by 1 for example, instead of However, anything other than a natural 20 is not considered an automatic hit; if you roll anything other than a natural 20 and still miss the target, you do not score a critical hit.
Extended Critical Range rifles : When you are using a rifle, you extend the weapon's critical range by 1 for example, instead of Flurry Attack: Choose a single weapon group or exotic weapon you are proficient with.
When you score a critical hit with a weapon from that group, you can make one immediate extra attack in addition to the other effects of a critical hit against a single target within range. You may only use this talent once per turn.
Its effects do not stack. Each time you take the talent, it applies to a new weapon group or exotic weapon. Prerequisite: Weapon Proficiency feat for chosen weapon. Knockback: When you score a critical hit against a target no more than two size categories larger than you are, you can choose to move that opponent 1 square in any direction as a free action.
You cannot use this talent on an opponent that is being grabbed or grappled, and you cannot move your target into a solid object or another creature's fighting space.
Reduce Defense: When you score a critical hit with a melee or ranged attack, your target takes a -2 penalty to Reflex Defense until it is fully healed at maximum hit points. Reduce Mobility: When you score a critical hit with a melee or ranged attack, you reduce the target's speed by half until it is fully healed at maximum hit points. Trained to hunt down and destroy the remaining Jedi whenever they are found, Imperial Inquisitors are steeped in the lore of the dark side.
Cower Enemies: When you use the Persuasion skill to intimidate, you can intimidate all targets in a 6-square cone originating from your square instead of intimidating a single target.
All other limitations to the intimidation use of the Persuasion skill still apply. Prerequisite: Force Interrogation. Force Interrogation: When you deal damage to one or more creatures by usring a Force power, you cain immediately make a Persuasion check as al free action to intimidate a single target you damaged. Inquisition: You are particularly adept at dealing with Force-sensitive foes.
Unsettling Presence: You can spend a Force Point as a standard action to create an aura of unsettlinq discomfort around you. You make a Use the Force check when you activate this talent and compare the check result to the Will Defense off any creature that comes within 6 squares of you. If your Use the Force check result exceeds the creature's Will Defense, that tarqet takes a -2 penaltvon attack rolls and skill checks while within 6 squares of you.
This aura lasts for the remainder of the encounter. New Duelist Talents The followinq new talents be'long to the Duellist talent tree, which is available to members of the Jedi Knight and Sith apprentice prestige classes. Any c'haracter who can normally choose talents from the Duellist talent tree can choose from these talents as well. You make a single ranged attack roll treating the 'Iightsaber as a thrown weapon and compare the result to the Reflex Defense of all targets in a 6-sqruare line origi'nating iln your square.
If your attack roll result exceeds a target's Refl! This attack is considered an area attack. You can pull your Ili,ghtsaber back [0 vour hand as a swift action by making a DC 20 Use the Force check. Prerequisite: Lightsaber Throw. Thrown Lightsaber Mastery: Any target successfully struck by a liqhtsaber you throw moves at Ihalf speed round down until the beginning of vour next turn.
Backwater constables, Sector Rangers, corporate securitv forces, city police, and some types of Imperial agents are a few of the typical examples. The rise of the Empire and its ever-growing governmental intrusiveness brings about a great increase in enforcers of all types. In respectable organizations" they are tile most skilled investigators, the best patrol officers, and often leaders within their departments.
In corrupt orqanizations, they might use special connections to gain their position, but thev stililhave a degree of ability, if not integrity. Both honest and corrupt enforcers can be found at any level and any organization.
They often aspire to high levels of morali. Just because they're honest doesn't mean they don't support the Empire. They miqht be dedicated to the Empire's ideals, yet unaware or disbelieving of its worst offenses.
Corrupt enforcers are self-serving. Thevuse their position to gain personal fortune or power, operating individually or lin concert with others in their organizatiom. They might not possess the appropriate attitude for the job, but they have at least enouqh skil!
An enforcer's duties and abilities vary by assignment. Urban patrols pursue suspects throuqn congested citvscapes. Sector Rangers use a broadl set of abilities to investigate and track down criminals throughout their own sector of space. Ina Force Unleashed campaign, enforcer characters might find their loyalty to, their positions as upho'iders of the law conflicting with the new political reality of the New Order. How these enforcers balance this pressure should be integral to character development and have some influence on the direction of the campaign.
Minimum Level: 7th. Trained Skills: Gather Information, Perception. Talents: At least one talent from the Survival talent tree. Special:Must belong to a law enforcement or similar security organization. Resources You have access to additional resources provided by your department or organization.
Each time you gain a level, you receive restricted or military equipment including weapons or vehicles equa I in value to your heroic level x 2, credits. The equipment appears in a civilized, accessible location of your choice. You can choose not to receive any resources when you gain a level, instead adding the value of any equipment you would normally gain to the resources you gain at your next level.
Welcome in the guide for the adepts of the dark side, which have Playstation3 or Xbox This guide will familiarize you with best boss strategies and reveal all game secrets especially locations of the hidden holocrons. Compare CD Key prices from merchants all around the world.
Activate CD Key on your Steam client to download the game and play in multiplayer.. Keep him off balance with Force Push, and watch for when he forms a Force bubble around himself, and use Push to pop it. Near the end of the fight, the station will start the feel the burn of reentry, and the floor will become damaging to walk on.
Can I Run it? Test your specs and rate your gaming PC. System requirements Lab runs millions of PC requirements tests on over 6, games a month. Cleanprincegaming Recommended for you. Star Wars: Greatest Fight Scenes Ever — … This guide to Star Wars: The Force Unleashed II will help you in easily completing the campaign, give you some hints on the most effective fighting techniques with various enemies and point out the locations of all the Holocrons in the game. I believe this is a staging post, telling him that he had been spotted.
May the force be with you. The force unleashed campaign guide is a wizards of the coast supplement of the star wars roleplaying game saga edition, written by sterling hershey, owen k. Force and destiny is the third in the series of new star wars rpg's released by fantasy flight games. A star wars edge of the empire force power guide. The star wars roleplaying game is a d20 system roleplaying game set in the star wars universe. Star wars: the roleplaying game is a role playing game set in the star wars universe, written and published by west end games weg between and Galactic campaign guide : geonosis and the outer rim worlds : hero's guide : living force campaign guide : power of the jedi sourcebook : rebellion era sourcebook : secrets of naboo campaign pack : secrets of tatooine : star wars gamemaster screen : star wars roleplaying game : star wars roleplaying game revised core rulebook.
To create a series or add a work to it, go to a "work" page. The "Common Knowledge" section now includes a "Series" field. Enter the name of the series to add the book to it. Works can belong to more than one series. In some cases, as with Chronicles of Narnia , disagreements about order necessitate the creation of more than one series. Tip: If the series has an order, add a number or other descriptor in parenthesis after the series title eg. UCAS L.
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