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Old 09-28-2014, 07:28 AM   #1
bunjeeman
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Force power redux.

Hello.

I've been toying with power ideas, and I've got something together. (no saber forms)

EDIT; Managed to put it out in a way that this site will post.


Heal
Alignment: Light Side
Purpose: Heals all party members
Restrictions: N/A
Descrpition: I wanted to tone down Heal, as it nullified the need for med packs and antidote kits.
Heal
Restores 5 HP = 1 HP per CHA modifier, WIS modifier, and Character level. 15 meter area of effect. Improved Heal
Restores 10 HP = 1 HP per CHA modifier, WIS modifier, and Character level. 15 meter area of effect. Master Heal
Restores 15 HP = 1 HP per CHA modifier, WIS modifier, and Character level. Regenerate + 5. 15 meter area of effect.

Purge
Alignment: Dark Side
Purpose: Cures all party members
Restrictions: N/A
Descrpition: Purge is meant to provide a cure option, without the problem of being overpowered.
Purge
Cures poison. 15 meter area of effect.
Improved Purge
Cures poison. Boosts STR and CON by +2. 15 meter area of effect. Immune to poison for 30 seconds.
Master Purge
Cures poison. Boosts STR and CON by +3. +30 temporary vitality points. Immune to poisons for 30 seconds.

Aura
Alignment: Light Side
Purpose: Bonus to defence and saving throws
Restrictions: Restricted by armor
Descrpition: N/A Unchanged
Force Aura
+2 defence and +2 to all saving throws.
Shield
+4 defence and +4 to all saving throws.
Armor
+6 defence and +6 to all saving throws.

Strenthen Weapon
Alignment: Neutral
Purpose: Bonus physical damage.
Restrictions: N/A
Descrpition: I always thought that buff powers were too lacking for the armor suited classes; WIS is not their atb base, so what sense is there is going in that direction?
Strengthen Weapon
+1d6 physical damage.
Empower Weapon
+2d6 physical damage. 20% chance of knockdown.
Overwhelming Force
+1d20 physical damage. 40%chance of knockdown.

Poison Blade
Alignment: Dark Side
Purpose: Poison effect to melee
Restrictions: N/A
Descrpition: If you wore armor, you could only go as far as affliction. And if you were a class that went with armor, your wisdom and will probably wasnít that high. This gives a poison option to the armor wearing classes.
Contaminate Blade
Target is poisoned. DC save of 10.
Poison Blade
Target is poisoned. DC save of 16.
Acidic Strike
Target is poisoned. DC save of 20.

Speed
Alignment: Neutral
Purpose: Increase defence and movement speed.
Restrictions: Restricted by armor
Descrpition: N/A Unchanged
Burst of Speed
+2 defence. Movement speed doubled.
Knight Speed
+4 defence and +1 attack per round. Movement speed doubled.
Master Speed
+4 defence and +2 attacks per round. Movement speed doubled.

Stampede
Alignment: Neutral
Purpose: Increase in attack and movement speed.
Restrictions: N/A
Descrpition: Speed was very good for getting around, but if you wore armor, you couldnít do that. Stampede is meant to solve that peeve.
Stampede
+2 attack. Movement speed doubled.
Knight Stampede
+4 attack and 20% chance of knockdown. Movement speed doubled.
Master Stampede
+4 attack and 40% chance of knockdown. Movement speed doubled.

Valour
Alignment: Light Side
Purpose: Stat buff for party.
Restrictions: Restricted by armor
Descrpition: N/A Unchanged
Valour
STR, DEX, CON, and all saving throws increased by +2
Knight Valour
STR, DEX, CON, and all saving throws increased by +3. Immune to poison for 20 seconds.
Master Valour
STR, DEX, CON, and all saving throws increased by +5. Immune to poison for 20 seconds

Alter Flesh
Alignment: Dark Side
Purpose: Stat buff for party.
Restrictions: Restricted by armor
Descrpition: Light side had Valour, but Dark Side didnít have anything.
Alter Flesh
+2 STR and +15 temporary HP. Immune to stun. -2 CHA and -2 Willpower.
Enhance Flesh
+3 STR, +1 DEX, and +20 temporary HP. Immune to paralysis. -3 CHA and -2 Willpower.
Corrupt Flesh
+3 STR, +2 DEX, and +25 temporary HP. Immune to paralysis and stasis. -2 WIS, -3 CHA and -3 Willpower.

Force Resistance
Alignment: Neutral
Purpose: Increase Force resistance.
Restrictions: Restricted by armor
Descrpition: N/A Unchanged
Force Resistance
Opposing roll of d20 + user level vs. DC10 + attacking characters level.
Force Immunity
Opposing roll of d20 + user level vs. DC15 + attacking characters level.

Energy Resist
Alignment: Neutral
Purpose: Increase damage resistance.
Restrictions: N/A
Descrpition: N/A Unchanged
Energy Resist
Absorb the first 6 points of cold, fire, sonic, electrical, and energy damage.
Improved Energy Resist
Absorb the first 12 points of cold, fire, sonic, electrical, and energy damage.
Master Energy Resist
Absorb the first 20 points of cold, fire, sonic, electrical, and energy damage.

Barrier
Alignment: Light Side
Purpose: Increase damage resistance.
Restrictions: Restricted by armor
Descrpition: N/A Unchanged
Force Barrier
Absorb the first 4 points of slashing, bludgeoning, and piercing damage.
Improved Barrier
Absorb the first 8 points of slashing, bludgeoning, and piercing damage.
Master Barrier
Absorb the first 15 points of slashing, bludgeoning, and piercing damage.

Ice Armor
Alignment: Dark Side
Purpose: Increase damage resistance.
Restrictions: Restricted by armor
Descrpition: If your class is Force based, youíll want to be able to offset the damage you take.
Ice Armor
10% resistance to physical, cold, fire, and energy damage.
Rime Armor
15% resistance to physical, cold, fire, dark, energy, and light damage.
Glacial Armor
30% resistance to physical, cold, fire, dark, energy, and light damage.

Serenity
Alignment: Light Side
Purpose: Stat Buff.
Restrictions: Prestige Class; Master, Weapon Master, or Watchman
Descrpition: Light Side Rage. Why not?
Serenity
+2 Wis, +3 CHA, +2 will and fortitude.
Knight Serenity
+3 Wis, +4 CHA, +6 will and fortitude.
Master Serenity
+5 WIS, +6 CHA, +10 will and fortitude.

Rage
Alignment: Dark Side
Purpose: Stat buff.
Restrictions: N/A
Descrpition: A lot of players would like to start giving into the dark before getting to the prestige classes, or just have a character with anger issues. I had to rework the effects, so that they wouldnít be overpowered at the lower levels, while still being fearsome at the higher levels.
Anger
+1 STR, +2 attack, +1 damage per creature slain to a max of +6. -2 defence.
Wrath
+2 STR, +2 attack, +1 damage per creature slain to a max of +6. Immune to stun. -3 defence. Rage
+2 STR, +3 attack, +1 Fortutude and will. +1 damage per creature slain to a max of +10. Immune to stun. -4 defence.

Fury (TSL)
Alignment: Dark Side
Purpose: Stat buff.
Restrictions: Prestige Class; Marauder Only
Descrpition: As stated earlier, these had to be altered slightly to fit with the level of escalation set in the rage buffs.

Fury
+3 STR, +4 attack, +1HP per level, +1 Fortitude and Will. Immune to stasis and paralysis. +1 damage per creature slain to a max of +10. -5 to defence.
Frenzy
+4 STR, +5attack, +2HP per level, +2 Fortitude and Will. Immune to stasis and paralysis. +1 damage per creature slain to a max of +12. +1 attack per round. -6 to defence.
Hatred
+6 STR, +6attack, +3HP per level, +3 Fortitude and Will. Immune to stasis and paralysis. +1 damage per creature slain to a max of +12. +2 attacks per round. -8 to defence.

Illusion
Alignment: Neutral
Purpose: Force Camo Redux. Misdirection.
Restrictions: Prestige Class; Assassin or Watchman
Descrpition: Stealth class and in a jam? Use this.
Illusion.
Cancels combat (turns all enemies friendly for 6 seconds). User is stealthed.
Vanish.
Cancels combat (turns all enemies friendly for 6 seconds). User is stealthed.

Battle Medidtation
Alignment: Neutral
Purpose: Activate all buffs.
Restrictions: Restricted by armor
Descrpition: I hated how you could never manage to get all the powers active in time to go the full fight with them all active. This is meant to solve that.
Battle Meditation
Activates all buffs. User is mobilised.
Improved Battle Meditation
Activates all buffs and lowers enemy attack, damage, and will saves by -2. User is mobilised. Master Battle Meditation
Activates all buffs and lowers enemy attack, damage, and will saves by -4. User is mobilised.

Force Body
Alignment:
Purpose: Cheaper Force Powers
Restrictions: N/A
Descrpition: N/A Unchanged
Force Body
The cost of any Force powers used are split 50/50 between HP and FP
Improved Force Body
The cost of any Force powers used are split 40/40 between HP and FP, granting 20% cheaper powers.
Master Force Body
The cost of any Force powers used are split 30/30 between HP and FP, granting 40% cheaper powers.

Mind Trick
Alignment: Neutral
Purpose: Conversation Options
Restrictions: N/A
Descrpition: N/A Unchanged

Stasis
Alignment: Light Side
Purpose: Crowd control
Restrictions: Restricted by armor
Descrpition: N/A Unchanged

Stun
Target is stunned for 9 seconds.
Stasis
Target is put under stasis for 12 seconds.
Stasis
All creatures within 10 meters of target are put under stasis for 12 seconds.

Stun Droid
Alignment: Light Side
Purpose: Damage and crowd control for droids
Restrictions: N/A
Descrpition: I wanted to expand on the droid side of things. While you donít face many droids in TSL, it may still be useful in some situations, such as early Telos, G0-T0ís Yacht, or if you have a mod that adds a lot of droids. Stun droid is redone to be more like Force Storm at the end.
Stun Droid
Target is stunned for 12 seconds, and takes damage equal to attacking characters level.
Disable Droid
All droids within 5 meters of target are stunned for 12 seconds and take damage equal to the attacking characters level.
Destroy Droid
All droids within 6 meters of target are stunned for 12 seconds and take 1-6 points of damage per attacking characters level, to a maximum of 10 levels (10 - 60).

Drain Droid
Alignment: Light Side
Purpose: Drain HP from droids.
Restrictions: Restricted by armor
Descrpition: Drain life that works on droids.
Drain Energy
User drains the target of 2 HP per userís level, to a maximum of 10 levels.
Absorb Energy
User drains the target of 1-4 HP per userís level, to a maximum of 10 levels (10 - 40).
Master Energy Absorbtion
User drains all target within 10 meters of 1-4 HP per userís level, to a maximum of 10 levels (10- 40).

Reprogram Droid (TSL)
Alignment: Light Side
Purpose: Lower stats of targeted droid.
Restrictions: N/A
Descrpition: Mind trick that works on droids.
Disrupt Droid
Lower droid awareness by -3, and reduce accuracy by -2.
Corrupt Droid
Lower droid awareness by -4, and reduce accuracy by -4.
Reprogram Droid
Target is made friendly, and all droid targets within 6 meters have their awareness lowered by -6, and their accuracy reduced by -6.

Hold (choke)
Alignment: Dark Side
Purpose: Crowd Control, ?Conversation Options?
Restrictions: N/A
Descrpition: If you were a Jedi prestige class, you could use Kill at leisure. Seemed a bit off, but it still made sense. However, why not give a heavier version to the Sith prestige classes? Thatís what these are meant to accomplish; Hold -> Constrict are run-of-the-mill (albeit depowered), while Choke and Multi-Choke are the big ones. Also removes the old Force Crush, which was overpowered. As a sidenote, there are little to no choke conversation options outside of talking to the party. Food for thought.
Hold
Target is held in place for 6 seconds.
Grip
Target is held in place for 8 seconds.
Constrict
Target is held in place for 8 seconds and takes 1/3rds of the attacking characters level in damage every 2 seconds.

Choke
Alignment: Dark Side
Purpose: Crowd Control, Damage Per second.
Restrictions: Prestige Class; Sith Lord, Marauder, or Assassin
Descrpition: (see Hold description)
Choke
Target is held in place for 6 seconds and takes 2/3rds of the attacking characters level in damage every 2 seconds.
Kill
Target is held in place for 10 seconds and takes 2/3rds of the attacking characters level in damage every 2 seconds.
Crush
Target is held in place for 10 and takes damage to vitality per equal to the attacking characters level every 2 seconds.

Multi-Choke
Alignment: Dark Side
Purpose: Crowd Control, low damage.
Restrictions: Prestige Class; Lord Marauder or Assassin
Descrpition: Remember running into Darth Malak outside the final level, and you saw him force choking two Jedi without paying attention to them? Wanna do that?
Double Grip
The target and next enemy creature within 6 meters are held in place for 6 seconds and take 1/3rds of the attacking characters level in damage every 2 seconds.
Triple Grip
The target and next two enemy creatures within 6 meters are held in place for 6 seconds and take 1/3rds of the attacking characters level in damage every 2 seconds.
Crushing Force
All Targets within 6 meters of target are held in place for 6 seconds and take 1/3rds of the attacking characters level in damage every 2 seconds.

Slow
Alignment: Dark Side
Purpose: Weaken enemy.
Restrictions: Restricted by armor
Descrpition: N/A Unchanged
Slow
-2 defence, reflex saves, and attack. Movement speed halved.
Afflict
-1 to STR, DEX, and CON ever 3y seconds over the duration of 21 seconds, to a maximum of -7. Plague
-1 to STR, DEX, and CON over 12 seconds to a max of -12.

Fear
Alignment: Dark Side
Purpose: Crowd Control, ?Conversation options?
Restrictions: N/A
Descrpition: Same reasons as Force Choke; wanted to pep things up later on.
Fear
Target is immobilised by fear for 6 seconds.
Terror
All targets within 5 meters of target are immobilised for 6 seconds.
Horror
All targets within 10 meters of target are immobilised for 12 seconds.

Madness (TSL)
Alignment: Dark Side
Purpose: Crowd Control, Damage Per Second
Restrictions: Restricted by armor. Prestige Class; Lord Only
Descrpition: Before, you could only put enemies out of action. Now it can either do that, or turn them rabid. Though this has the added bonus of turning enemies against each other. It can backfire though; if they are already attacking you and make the will save, they wonít switch targets.
Madness
All targets within 10 meters of target are immobilised for 12 seconds. Successful save turns enemies hostile to each other, as well as user.
Insanity
All targets within 10 meters of target are immobilised for 18 seconds. Successful save turns enemies hostile to each other, as well as user.
Psychosis
All targets within 15 meters of target are immobilised for 18 seconds. Successful save turns enemies hostile to each other, as well as user, and gain immunity to stun, paralysis, and gain +6 attack and +2d20 damage.

Lightning
Alignment: Dark Side
Purpose: Damage output
Restrictions: Restricted by armor
Descrpition: Changed the damage output and placed a damage cap.
Shock
Target takes 1-6 points of damage per each of the attacking characters levels, to a maximum of 10 levels (10 - 60).
Lightning
All targets 16 meters in front of user take 1-6 points of damage per attacking characters levels, to a maximum of 15 levels (10 - 60).
Storm
All targets within 10 meters take 1-6 points per attacking characters level to HP and FP.

Sith Lightning
Alignment: Dark Side
Purpose: Higher Damage, more costly.
Restrictions: NOT RESTRICTED BY ARMOR (yay!)
Descrpition: These two (Sith Lightning and Force LIght) are story devices, meant to replace Force Crush and Enlightenment (which is covered by battle medidtation). For example, in KotOR, youíd get one or the other after fighting Bastilla, and in TSL, youíd get the first level of either at the selection of you prestige, and the next level (,or other one, if you switch alignments,) on Dantooine after the masters die.
Sith Lightning
All targets 16 meters in front of user take 2-8 points of damage per attacking characters levels, to a maximum of 15 levels (30 - 120).
Master Sith Lightning (TSL)
All targets 16 meters in front of user take 1-10 points of damage per attacking characters levels, are pushed back 5 meters, and are thrown to the ground, to a maximum of 20 levels (20 - 200).

Force Light
Alignment: Light Side
Purpose: Force lightning for light side.
Restrictions: NOT RESTRICTED BY ARMOR
Descrpition: (see Sith Lightning description)
Force Light
All tagets 16 meters in front of user take 2-8 points of damage per attacking characters levels, to a maximum of 15 levels (30 - 120).
Force Radiance (TSL)
All targets within 10 meters take 2-8 points per attacking characters level to HP and FP and have all buffs removed, to a maximum of 20 levels (40 - 160).

Force Push
Alignment: Neutral
Purpose: Repel and stun
Restrictions: N/A
Descrpition: N/A Unchanged
Push
Target is pushed back 5 meters, thrown to the ground, and stunned for 3 seconds.
Whirlwind
Target is levitated for 12 seconds, and takes 1/3rd of the attacking characters level in damage every 2 seconds. Nearby enemies are pushed back.
Wave
All enemies within 15 meters of user are thrown back 5 meters, fall to the ground, and are stunned for 6 seconds. Affected targets take 1ĹX the attacking characters level in damage.

Force Blast
Alignment: Neutral
Purpose: Stronger Force Push
Restrictions: N/A
Descrpition: Push always seemed a bit wimpy to me. Figured itíd be an idea to beef it up a tad.
Blast
All tagets 16 meters in front of user are pushed back 5 meters, thrown to the ground, stunned for 3 seconds. Damage equal to attacking characters level.
Improved Blast
All tagets 16 meters in front of user are pushed back 10 meters, thrown to the ground, stunned for 3 seconds. Damage equal to attacking characters level.
Greater Blast
All tagets 16 meters in front of user are pushed back 10 meters, thrown to the ground, stunned for 3 seconds. Damage equal to 2x attacking characters level.

Drain Life
Alignment: Dark Side
Purpose: Drain HP
Restrictions: Restricted by armor
Descrpition: Changed the damage output and placed a damage cap.
Drain Life
User drains the target of 1-4 HP per userís level, to a maximum of 10 levels (10 - 40).
Death Field
User drains all target within 10 meters of 1-6 HP per userís level, to a maximum of 10 levels (10 - 60).

Force Scream
Alignment: Neutral
Purpose: Damage
Restrictions: N/A
Descrpition: Wanted to make this one neutral, as it didnít seem like a straight up dark side thing.


Drain Force
Alignment: Dark Side
Purpose: Drain FP
Restrictions: Restricted by armor
Descrpition: N/A Unchanged
Drain Force
User drains 10 FP from target.
Imrpoved Drain Force
User drains 20 FP from target.
Master Drain Force
User drains 30 FP from target.


Force Hunger (TSL)
Alignment: Dark Side
Purpose: Drain HP and FP. Stat buff
Restrictions: Restricted by armor. Dark Only
Descrpition: After you beat Nihilus, if youíre Dark Side, you get this bad boy. This is more for fun than anything else. There is a catch though; have heal or some med packs ready.
Hunger
User drains all target within 10 meters of 1-10 HP and FP per userís level. User gains +2 to all stats. User suffers 15 points of damage ever 2 seconds for 60 seconds.

Supress Force
Alignment: Neutral
Purpose: Cancel buffs.
Restrictions: Restricted by armor
Descrpition: This will require that level 3 purge, level 3 heal, strengthen weapon, poison blade, stampede, alter flesh, ice armor, serenity, and rage be added to the cancel list.
Force Suppression
Cancels all active level 2 buffs (or lower) on target.
Force Breach
Cancels all active buffs on target.



I haven't thought so far as level requirements, and I am open to debate on all the powers. If anyone is interested in making this, please say so.


It is better to have it and not need it than to need it and not have it.

Last edited by bunjeeman; 09-29-2014 at 05:40 AM.
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Old 10-04-2014, 10:02 PM   #2
bunjeeman
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Also, Crush Resistance should be a buff along with inspire followers, so they both work with Battle Meditation. And, please, give an animation to both of them.


It is better to have it and not need it than to need it and not have it.

Last edited by bunjeeman; 10-04-2014 at 10:23 PM.
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