Return-path: Received: from DRYCAS.CLUB.CC.CMU.EDU by DRYCAS.CLUB.CC.CMU.EDU (PMDF V5.0-4 #7763) id <01HU79VKHVUO8WVYN6@DRYCAS.CLUB.CC.CMU.EDU> for sw-rpg@DRYCAS.CLUB.CC.CMU.EDU; Fri, 18 Aug 1995 02:06:04 -0400 (EDT) Received: from florence.teaching.cs.adelaide.edu.au (florence.teaching.cs.adelaide.edu.au) by DRYCAS.CLUB.CC.CMU.EDU (PMDF V5.0-4 #7763) id <01HU79V083O08WVYN5@DRYCAS.CLUB.CC.CMU.EDU> for jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU; Fri, 18 Aug 1995 02:05:33 -0400 (EDT) Received: from npgrebne@florence.teaching.cs.adelaide.edu.au by florence.teaching.cs.adelaide.edu.au (8.6.12/AndrewR-MatthewD-950530-CS) id PAA07027 for jae+sw-rpg@drycas.club.cc.cmu.edu; Fri, 18 Aug 1995 15:35:22 +0930 Date: Fri, 18 Aug 1995 15:35:21 +0930 (CST) From: Traveller Subject: TAFS Rules! To: jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU (Star Wars RPG Mailing List ) Errors-to: jae+sw-rpg-errors@DRYCAS.CLUB.CC.CMU.EDU Reply-to: jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU Message-id: <199508180605.PAA07027@florence.teaching.cs.adelaide.edu.au> MIME-version: 1.0 X-Mailer: ELM [version 2.4 PL21] Content-type: text/plain; charset=US-ASCII Content-transfer-encoding: 7bit X-Authentic-Sender: npgrebne@florence.teaching.cs.adelaide.edu.au Traveller's Alternative Force System (TAFS) =========================================== CONTENTS: 1.0 Force Attributes. 2.0 Force Skills. 2.1 Fortitude Skills. 2.2 Grace Skills. 3.0 Character Creation. 4.0 Force Powers. 1.0 FORCE ATTRIBUTES: In TAFS I have implemented Force attributes which I always thought were missing from WEG's Force rules. There are 2 Force attributes, Fortitude and Grace. There are usually no racial maximums for Force attributes. A character which has already learned one of the origional WEG Force skills: control, sense, and alter, may not develop a TAFS attribute, just as a character with a TAFS attribute may not develop WEG Force skills. A force sensitive character may develop a force attribute by spending 20 CP and training for 10 weeks. They then gain the attribute at 1D. Force attributes may be improved by spending 5 times the number of whole dice they currently have for the attribute, and training for 2 weeks for an attribute up to 4D, 5 weeks for an attribute up to 7D, and 3 months for attributes over 7D. If no teacher is available, then training time is doubled. Fortitude and Grace are summarised below. Fortitude: Represents character's ability to draw upon the Force. It covers two Force skills, Channeling and Discipline. Grace: Represents character's ability to mold the Force to do as he, she or it wishes. Grace covers three Force skills, Finesse, Ingenuity, and Melding. 2.0 FORCE SKILLS: Force skills in TAFS may be improved as per the same rules for improving normal WEG Force skills. 2.1 Fortitude skills: ================= Channeling - Character's skill at drawing the Force through him to power Force powers. "Feel the Force flow though you." Discipline - Character's skill at subconsciously maintaining Force powers, without incurring a penalty to actions. Also, when powers are maintained in this way, they do not drop if the character is stunned or worse. The character can maintain up to the square root of the number of whole dice they have in Discipline. However, these powers must first have been melded, and only powers which can be kept 'up' may be used in this way. To maintain Force powers with their subconsious, the Force user must: 1. Meld all powers to operate subconsiously. 2. Use their Discipline skill to transfer the melded powers to their subconsious mind. The difficulty for this action is one less than that for the most difficult power melded, except that it may not be lower than easy. 2.2 Grace skills: ============= Finesse - Character's skill at manipulating the Force to activate and consiously maintain Force powers. To activate a Force power, the Force user must: 1. Draw upon the Force using their Channeling skill. 2. Activate the Force power using their Finesse skill. This normally requires 2 rounds to perform without penalty, unless a Grace check is made to snap- activate. If you wish to power and activate a Force power in one round, you would normally receive -1D penalty, for using more than one skill in a round, however, by making a Grace check to snap-activate a power, this process is combined into one action (even though you must still roll both skills). You may snap activate more than one power in a round, only one Grace check is made for all of them. Its difficulty is: * Moderate + 2 per Force power snap-activated. If the Grace check fails, the powers may be activated through normal multiple action rules. Ingenuity - Character's ability to engineer a new or unlearnt power. This skill allows only to produce 'pure' effects, i.e. no effects which would cover more than one normal Force power description. Any Finesse rolls made for this power are at one higher difficulty level than they would normally be for a power of this type, and Channeling rolls must be made at -1D. To engineer a power using this skill, the Force user must roll the difficulty that would normally be required for the Finesse roll for this power, if the Force user knew the power. Once a successful Ingenuity roll has been made, the power may be used until a Grace check is failed. Grace checks must be made for this power at the following intervals after the ingenuity roll was made: 1 minute, 10 minutes, 1 hour, 6 hours, 1 day, and each successive day. The difficulty of the Grace check starts at easy for 1 minute then increases one level for each time period. Once the Grace check fails, the power has been effectively forgotten, and a new Ingenuity roll must be made if the Force user wishes to use the power again. (Or they could gain the power through expenditure of character points, as you would normally do.) If the Force user spends additional time (above the minimum 1 round required for the skill) in concentration, to engineer a Force power, then they receive a bonus to their Ingenuity roll as follows: * +1D for a minute in concentration. * +2D for 10 minutes in concentration. * +3D for an hour in concentration. These bonuses are non-cumulative. Melding - Skill at combining the effects of 2 or more powers into a new power which gives the benefit of all powers. This skill can only be used to combine the effects of 'pure' powers, i.e. you cannot meld a power to a power that has already been melded. To meld powers, the Force user must: 1. Activate each Force power. 2. Use their Melding skill to link all the powers together. The difficulty for the Melding roll is: * Moderate for 2 powers. * Difficult for 3 powers. * Very Difficult for 4 powers. * Heroic for 5 powers. * +5 Difficulty for each additional power. Melding is a gradual process and each power to be melded must be activate on successive rounds. The exception to this rule is if a Grace check is made to snap-meld the Force powers, in which case, if all rolls succeed, all of the powers are activated and melded in the one round and count as one action. To snap-meld Force powers, the difficulty for the Grace check is: * Difficult + 2 per Force power melded. If the Grace check fails, then none of the Force powers may be activated this turn. 3.0 CHARACTER CREATION ================== To create a Force using character with TAFS, normal attribute dice may be allocated to the Force attributes, up to a maximum of 2D per attribute. Skill dice may be added to TAFS Force skills likewise, up to a maximum of 2D per skill. The character must, of course, be Force sensitive. 4.0 TAFS POWERS =========== Force users gain a Force power for every pip of increase in their Finesse skill. To learn new powers without increasing Finesse, use the same rules as for gaining powers under WEG rules, when not increasing Force skills. New descriptions for Force powers will be outlined in another file.