The D6 Rules
Quick Guide to D6
Star Wars D/6
Star Wars Canon
Rise of the Empire
Post Empire Era
Star Wars D/20
Lone Wolf RPG
Calm Another (CHA)
Trained Only; Requires the Force-Sensitive and Alter feats
Required Skills: Calmness, Empathy, and Telepathy
Check: This power works just like calmness on another person. It takes
away all the character's negative emotions leaving a deep calm over
them so they can focus on what's going on around them. It's been known
to slightly aggrivate the targets to have them forcibly calmed but for
some reason it only comes out as minor agitation.... In the case of an
unwilling target, the target must roll Will saving throw. If the jedi
is successful, the margin between the Jedi's Calm Another skill roll
and the targets Will roll determines the effectiveness of the skill.
However, if it is a willing target, the Jedi's relationship with the
target may add bonuses to the roll. These bonuses are left to GM
DC Emotional State
Up to 10 Minor Agitation
11 - 15 Marginal Fear, Anger or Hatred
16 - 20 Horror and Deeply Routed Fears.
21 - 25 Absolute Terror or Hatred
26 - 30 Aboslute Revulsion, Terror, or characters enveloped in the Dark Side
|Add your comment here!|
Page designed in Notepad, Logo`s done in Personal Paint on the Commodore Amiga
All text and stats by Dave Maloney,Set Anu-Bith, HTML and logos done by FreddyB
Images stolen from an unknown website at some remote time in the past.
Any complaints, writs for copyright abuse, etc should be addressed to the Webmaster FreddyB.