Site Stats:

10180 Stats in 31 Categories


Search Stats:


Latest Youtube Video:

Social Media:

@RPGGamer.org

@_RPGGamer


RPGGamer.org Main Menu
Home
        Editorials
        Old Updates
RPG Tools
        Random Dice Roller
        Star Wars Name Generator
        CEC YT-Ship Designer
        NEW YT-Ship Designer
        Ugly Starfighter Workshop
Youtube
Mailing List
Patreon
Mailing List
Reviews
Star Wars Recipes
RPG Hints
        Adventures
        House Rules
        Game Ideas
Dungeons & Dragons
The D6 Rules
        Quick Guide to D6
        Expanded D6 Rules
Star Wars D/6
        Campaign
        Starships
        Vehicles
        Equipment
        Weapons
        Droids
        Planets
        Characters
        Creatures
        Races
        The Force
        Supplements
        Online Journal
        Adventurers Journal
        GM Screen
        Hardware
        NPC Generator
Star Wars Canon
        Rise of the Empire
        Imperial Era
        Post Empire Era
Star Wars D/20
        Starships
        Vehicles
        Equipment
        Planets
        Characters
        The Force
        Supplements
        Online Journal
Warhammer
StarGate SG1
Buffy RPG
Babylon 5
Farscape
Slaine
Star Trek
Lone Wolf RPG
Exalted
Earthdawn


Other Pages within RPGGamer.org:
Drabatan

Drabatan
Herdessa

Herdessa
Tey (Human Farmer)

Tey (Human Farmer)
Jira (Human Fruit Trader)

Jira (Human Fruit Trader)

Section of Site: The Force D6Belongs to Faction: Subtype: Jedi PowersEra: Rise of the EmpireCanon: EU




Flow Walking         Master Power
        Flow Walking was a technique used by the Aing-Tii monks. It was a very rare power to possess, and very difficult to utilize and master. It allowed the user not only to view the past and future, but also to leave an imprint there as well. In order to Flow Walk, a Force user must enter a meditative trance and focus on the surrounding Force imprint of the area. Flow Walking only allows a Force user to traverse his or her mind through time, but not space. As such, the user would have to be in the location they wished to percieve before entering a Flow Walk trance.
        Flow Walking could only be easily accomplished (relatively) when traveling to a time that left a great imprint on the Force (i.e. the death of Anakin Solo, in orbit around Myrkr, or Darth Vader storming the Jedi Temple, as exemplified by some of Jacen Solo's Flow Walks). Walking to the past was always much easier than Flow Walking into the future, as the farther one tried to travel into the future, the more possible paths there were to progress upon, yet only one path would be the actual future. When Flow Walking, the user was actually visible by any persons there; the 'Walker' would appear as an appiration or ghost.
        In game mechanics, Flow Walking can be somewhat complicated to execute. (NOTE: The following statistics apply to Flow Walking into the past. Add a +15 difficulty to every roll for each month into the future the user is attempting to Flow Walk) First, the user must be in the location they wish to Flow Walk through. Once there, they must make a successful Heroic Control roll. If the roll is successful, the user must then make a second Control roll against a +10 (added to previous difficulty number) modifier. This is to exemplify the extremely focused mind control required to achieve a Flow Walking trance (repeated usage would decrease the difficulty). After the two successful Control rolls, the user must then make a successful Heroic difficulty Sense roll in order to Walk to the desired time period (a failed roll may end up sending the Flow Walker to a different time, or out of the trance altogether).
        Once all rolls have been made successfully, the user must then make a new heroic level Control roll every round (combined action loss applies) against an increasing difficulty modifier of +5 for every extra round spent Flow Walking. As was noted earlier, people of the time can see the Flow Walker as a ghost or appiration. In order to prevent such a thing from happening, the user must make some attempts to hide or disguise their presence, either via the Force or traditional means. Either way, combined action cost does apply.
        Control/Sense/Alter Difficulty Summary: (add a +15 difficulty to all modifiers for each month when Flow Walking into the future) Round 1: Heroic Control, Heroic Control (+10 difficulty, apply multiple action cost). Round 2: Heroic Sense. Round 3 (when Flow Walking) Heroic Control (+5 difficulty). Round 4 (When Flow Walking) Heroic Control (+10 difficulty, with difficulty modifiers added for every additional round.) Modified by Situational distractions




Comments made about this Article!



There are currently no comments for this article, be the first to post in the form below



Add your comment here!

Your Name/Handle:

        Add your comment in the box below.



Thanks for your comment, all comments are moderated, and those which are considered rude, insulting, or otherwise undesirable will be deleted.

As a simple test to avoid scripted additions to comments, please select the numbers listed above each box.
4
0
7
3
9



Page designed in Notepad, Logo`s done in Personal Paint on the Commodore Amiga
All text and stats by Joe St Laurent, 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.