Savar

Psionic power

3 posts in this topic

Battle Meditation

Requires Telekinesis, Telepathy, Teleport @ 3D+ each.

Test to see how long active. Get a number of dice equal to Spirit, that can be split among, movement tests, defensive tests(not damage resistance), attack tests (Not damage), initiative tests. Pool restores at start of turn.

Not compatible with Precognition.

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Did you look at Battle Meditation in Star Wars at all to use that as a guide?

Battle Meditation
 
Control difficulty: 
    Very Easy: 1-2 targets
    Easy: 3-20 targets
    Moderate: 21-100 targets
    Difficult: 101-1,000 targets
    Very Difficult: 1,001-10,000 targets
    Heroic: 10,001+ targets
Sense difficulty: 
    Very Easy: 1-2 targets
    Easy: 3-20 targets
    Moderate: 21-100 targets
    Difficult: 101-1,000 targets
    Very Difficult: 1,001-10,000 targets 
    Heroic: 10,001+ targets
Alter difficulty: 
    Very Easy: 1-2 targets
    Easy: 3-20 targets
    Moderate: 21-100 targets
    Difficult: 101-1,000 targets
    Very Difficult: 1,001-10,000 targets
    Heroic: 10,001+ targets

Keep Up?: Yes

Description/Notes: Time to Use: 5 minutes. This power has two possible effects. A Jedi may force enemies to turn on each other, or, the Jedi may strengthen their allies and, at the same time, weaken their enemies. The Jedi may only use this power on or after the first round of combat, and they must state which effect will be used. If attempting to turn enemies against each other: the Jedi’s highest skill roll is the difficulty number that the targets must beat to avoid the effect. Failure means that they must attack each other for as long as the power remains in effect. If attempting to change the tide of battles: The Jedi’s enemies lose 1D for every 4D in the Jedi’s highest Force skill in a specified attribute; the Jedi’s allies receive a bonus of likewise amount in a specified attribute.

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Lol, same name different effect 😁

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