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 Post subject: Champions of the Force: Force Powers
PostPosted: Tue Apr 15, 2008 8:50 am 
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Force Powers (35)
Absorb Energy
Anticipation
Battle Meditation
Dark Force Spirit 1
Drain Life 10
Force Absorb
Force Alter
Force Defense
Force Grip
Force Heal 20
Force Leap
Force Lightning
Force Renewal [#]
Force Sense
Force Spirit 6
Force Stun
Force Valor
Jedi Mind Trick
Lightsaber Assault
Lightsaber Block
Lightsaber Deflect
Lightsaber Riposte
Lightsaber Sweep
Lightsaber Throw
Master of the Force [#]
Master Speed
Shatterpoint
Sith Hatred
Sith Hunger
Sith Lightning 30
Sith Rage
Sith Sorcery
Surprise Move
Transfer Essence
Unleash the Force 60


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 Post subject: Re: Champions of the Force: Force Powers
PostPosted: Wed Apr 16, 2008 10:29 am 
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Absorb Energy: (Force; 2 Force points) When a character using this Force power is hit by a nonmelee attack, it can avoid the damage with a save of 11. If this character avoids damage in this way, it also removes existing damage equal to the prevented damage. The character cannot gain more Hit Points than its original total. You must decide whether to use this Force power immediately after the attack hits.


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 Post subject: Re: Champions of the Force: Force Powers
PostPosted: Wed Apr 16, 2008 10:29 am 
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Anticipation: (Force; 1 Force point) After initiative is determined, a character using this Force power allows you to reroll your initiative roll. You must take the second result, even if it is worse. You can do this only once per round, regardless of the number of allied characters with Anticipation. If another special ability or Force power allows you to roll twice for initiative, you can reroll both dice using Anticipation.


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 Post subject: Re: Champions of the Force: Force Powers
PostPosted: Wed Apr 16, 2008 10:29 am 
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Battle Meditation: (Force; 2 Force points) For the rest of the skirmish, this character gains the following commander effect: Allies who combine fire grant an additional +2 Attack, and enemy characters cannot combine fire. The commander effect granted by this Force power is in addition to any existing commander effects.

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 Post subject: Re: Champions of the Force: Force Powers
PostPosted: Wed Apr 16, 2008 10:30 am 
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Dark Force Spirit [#]: (Force) If a character with this Force power is defeated, each enemy character with a Force rating automatically loses [#] Force points each time it activates for the rest of the skirmish. This effect even applies to characters with Force ratings who enter play later. If there are no enemy characters with a Force rating, this Force power has no effect.


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 Post subject: Re: Champions of the Force: Force Powers
PostPosted: Wed Apr 16, 2008 10:30 am 
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Drain Life [#]: (Force; 1 Force point) A character using this Force power deals [#] points of damage to a target living enemy within 6 squares and also removes that amount of damage from itself. The enemy can negate both effects with a save of 11. Using Drain Life is not an attack and does not require an attack roll. This ability is usable only on this character's turn.


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 Post subject: Re: Champions of the Force: Force Powers
PostPosted: Wed Apr 16, 2008 10:31 am 
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Force Absorb: (Force; 2 Force points) A character using this Force power cancels the effects of a Force power used by an adjacent character. You must decide whether to use Force Absorb immediately after the other Force power is declared but before it takes effect. That Force power is still considered to have been used that turn, and the affected character still spends the Force points.


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 Post subject: Re: Champions of the Force: Force Powers
PostPosted: Wed Apr 16, 2008 10:31 am 
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Force Alter: (Force; 1 Force point) An enemy within 6 squares must reroll its last attack. It does not have to be a legal target. You must decide whether to use this Force power immediately after the attack roll is made.


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 Post subject: Re: Champions of the Force: Force Powers
PostPosted: Wed Apr 16, 2008 10:31 am 
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Force Defense: (Force; 3 Force points) A character using this Force power cancels the effects of a Force power used by a character within 6 squares. You must decide whether to use Force Defense immediately after the other Force power is declared but before it takes effect. That Force power is still considered to have been used that turn, and the affected character still spends the Force points.


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[Ruhk] Remember that if your Force Power replaces attacks (like Lightsaber Assault, or Force Lightning), and it gets Force Defense-d, then you loose all your attacks for that turn.


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 Post subject: Re: Champions of the Force: Force Powers
PostPosted: Wed Apr 16, 2008 10:32 am 
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Force Grip [#]: (Force; [#] Force points) Instead of making its normal attack or attacks, a character using this Force power deals [#] points of damage to an enemy within line of sight. This follows all the usual rules for choosing a target. Using Force Grip is not an attack and does not require an attack roll.


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 Post subject: Re: Champions of the Force: Force Powers
PostPosted: Wed Apr 16, 2008 10:32 am 
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Force Heal [#]: (Force; 2 Force points) Instead of making its normal attack or attacks, a character using this Force power removes [#] damage from an adjacent wounded living character or itself. Force Heal can't raise a character's Hit Points above its starting amount. In earlier sets, this Force power was listed on stat cards as simply "Heal."


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 Post subject: Re: Champions of the Force: Force Powers
PostPosted: Wed Apr 16, 2008 11:00 am 
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Force Leap: (Force; 1 Force point) For the remainder of this turn, a character using this Force power can move through enemy characters. In addition, this character does not provoke attacks of opportunity. It doesn't take any time to use Force Leap; this character can still move and attack normally this turn.


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 Post subject: Re: Champions of the Force: Force Powers
PostPosted: Wed Apr 16, 2008 11:01 am 
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Force Lightning [#]:
Force Lightning 1: (Force; 1 Force point) Instead of making its normal attack or attacks, a character using this Force power deals 20 points of damage to one target enemy within 6 squares. Using Force Lightning 1 is not an attack and does not require an attack roll.

Force Lightning 2: (Force; 2 Force points) Instead of making its normal attack or attacks, a character using this Force power deals 30 points of damage to one target enemy and two characters adjacent to that target, if any (enemies and allies alike, including the acting character if there aren't enough others). The first enemy must be a legal target (for example, you can target an enemy with cover only if it is the nearest) and must be within 6 squares, but the adjacent characters don't need to be. Using Force Lightning is not an attack and does not require an attack roll.

Force Lightning 4: (Force; 4 Force points) Instead of making its normal attack or attacks, a character using this Force power deals 50 points of damage to one target enemy within 6 squares. In addition, it temporarily stuns that enemy if it is Huge or smaller: The target is treated as having been activated this round; in effect it skips its turn. The target can avoid this effect with a save of 16. Using Force Lightning 4 is not an attack and does not require an attack roll.

Force Lightning 5: (Force; 5 Force points) Instead of making its normal turn, a character using this Force power deals 60 points of damage to one target enemy and two characters adjacent to that target, if any (enemies and allies alike, including the acting character if there aren't enough others). All affected characters are stunend as described in Force Lightning 4 if they are Huge or smaller. The first enemy must be a legal target and must be within 6 squares, but the adjacent characters don't need to be. Each affected character can avoid this effect with a save of 16. Using Force Lightning 5 is not an attack and does not require an attack roll.


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 Post subject: Re: Champions of the Force: Force Powers
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Force Renewal [#]: (Force) Whenever a character with this Force power activates, it automatically gets [#] Force point(s). It can get more Force points than its starting Force rating.


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(Fool) - This Takes place when a character Activates so keep that in mind.
(Ruhk) - [Clarification] when a character is Activated(by Paralysis or something similar), then it does not benefit from Force Renewal.


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 Post subject: Re: Champions of the Force: Force Powers
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Force Sense: (Force; 1 Force point) All enemy characters lose the Stealth special ability for the rest of the round.


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 Post subject: Re: Champions of the Force: Force Powers
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Force Spirit [#]: (Force) If a character with this Force power is defeated, immediately add [#] Force points to an allied character with a Force rating. The allied character can now spend Force points one extra time per turn for the rest of the skirmish. If there is no allied character with a Force rating, this Force power has no effect.


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(Ruhk) Like any other force power, this can be canceled by Force Absorb or Defense.
(Ruhk) If a character in your squad has already benefited from one instance of Force Spirit it may only receive the additional Force Points from any other Force Spirit. It may only gain the ability to spend Force Points an additional time once.


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 Post subject: Re: Champions of the Force: Force Powers
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Force Stun: (Force; 1 Force point) A target living enemy within 6 squares is considered activated this round. That enemy can avoid this effect with a save of 11. This ability is usable only on this character's turn.


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(JN) - Please keep in mind Stun takes Targeting into effect.


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 Post subject: Re: Champions of the Force: Force Powers
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Force Valor: (Force; 2 Force points) Instead of making its normal attack or attacks, a character using this Force power gains the following commander effect for the rest of the skirmish: Followers within 6 squares get a +2 bonus to Attack and +2 bonus to Defense. This is in addition to any existing commander effect.


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 Post subject: Re: Champions of the Force: Force Powers
PostPosted: Thu Apr 17, 2008 8:52 pm 
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Jedi Mind Trick: (Force; 1 Force point) A target living enemy within 2 squares is considered activated this round and cannot make attacks of opportunity for the rest of the turn on which this Force power is used. A save of 11 negates all effects. This ability is usable only on this character's turn.


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 Post subject: Re: Champions of the Force: Force Powers
PostPosted: Thu Apr 17, 2008 8:52 pm 
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Lightsaber Assault: (Force; 1 Force point) Instead of making its normal attack or attacks, a character using this Force power makes two attacks against an adjacent enemy (these can target different enemies). A character can move normally on the turn that it uses this Force power.


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