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Saga Edition RPG Omnibus

Fear [dark side, mind-affecting]

     Knights of the Old Republic, page 50.

You summon the power of the dark side to instill fear in your enemies.

     Time: Swift action.

     Target: One creature within 12 squares and within line of sight.

     Make a Use the Force check: The result of the check determines the effect, if any:

     Compare the result to the target’s Will Defense. If the check result equals or exceeds the target’s Will Defense, the target is affected as determined by the results of your Use the Force check. This is a fear effect.

  •      DC 15: The target can take only one standard action on its next turn.
  •      DC 20: The target can take only one move action on its next turn.
  •      DC 25: The target can take only one swift action on its next turn.
  •      DC 30: The target can take no actions on its next turn.

     Special: When you successfully use this power on an opponent, you can spend a Force point to impose a −2 penalty to all of the opponent’s Defenses until the beginning of your next turn.