Force Points and U{sing them}
During your turn, you may use Force Point(s), 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 any roll.
- As a reaction, re-roll your initiative with Advantage.
- As a Reaction, if you are reduced below 0 hit points by normal damage (not Massive, Catastrophic, or Fatal Damage, and/or ability effects), you may spend 1 Force Point as a reaction to fall Unconscious -Ability Effect- & Stable at 0 Hit Points.
- As a reaction, you may ignore the movement when you move down the Condition Track. However, you must spend additional Force Points to cancel multiple steps, 1 additional Force Point for each additional step.
- As a Free Action, you may cut the time required for a Skill or Ability check by half.
2 Force Point Actions
- As a Reaction, reroll any Roll with Advantage.
- As a Reaction, when you receive Massive or Catastrophic Damage, you may ignore the Endurance Check.
- As a full-round action, you may heal (1 Hit Die + Constitution Modifier) in Hit Points.
- As a Reaction, you may Take 10 on a Skill Check even while under duress.
- After a rest, you may treat a Rest as though it was one step higher. Short becomes Standard, Standard becomes Long, Long becomes Full, and Full becomes Total.
3 Force Point Actions
- As a reaction, you may ignore a Critical Failure and treat it as just a 1 on the die.
- As a reaction, if an Ability Effect would kill you (that isn't a Devastating Injury), you may instead fall Unconscious -Ability Effect- & Stable at 0 Hit Points.
- As a Reaction, you may resist a Character State inflicted upon you with an appropriate Attribute Save.
- As Swift Action, you may remove a Devastating Lingering Injury without a Truamapac, as long as you pass the Treat Injury check DC.
- As a full-round action, you may recover your hit die in health and move +2 on the Condition Track.
4 Force Point Actions
- As a reaction, you may ignore when a Character State is imposed on you.
- As a Reaction, you may add 25 to your Devastating Injury Defense.
- As a Reaction, when you receive Fatal Damage, you may instead spend 3 Force Points to be reduced to 0 Hit Points and left in a Dying state.
- As a Free Action, you may remove Disadvantage(s) from your roll.
- As a Swift action, alleviate all strain.
5 Force Point Actions*
- As a Reaction, you may add 50 to your Devastating Injury Defense.
- As a Reaction, when you roll with Advantage, you may substitute your Roll's modifier with your Use the Force Skill.
- As a free action, you may ignore all current penalties & disadvantage on your next roll
- As a free action, you may take a 15 on your next Ability or Skill roll, the same way you would take a 10.
- As a swift action, you may remove the effects of a Force Power from yourself.
6 Force Point Actions**
- As a reaction, you may add an extra d20 on your next Attack, Skill, or Ability roll. {If both roll a natural 20 it is a critical success and the user recovers three force points.}
- As a Reaction, you may add 100 to your Devastating Injury Defense.
- As a full-round action, you may revive an Unconscious, Knocked Out, or Dying ally within your Line of Effect at 25% of their hit points and place them at Tier IV on the Condition Track.
- As a full-round action when Unconscious, Knocked Out, or Dying during your turn, you may heal 25% your Hit Points 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.
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