EditForce
EditForce Build-up
| Force Build-up | | Recharge: * | Stress: 1;  | | Force | | SFX Force (Wp) | If you are engaged with an opponent add to your dice pool. | | This card remains in play while it has tokens on it. When you make a successful SFX Force attack, after you have calculated the damage for that attack you may remove up to SR # of tokens from this card to add +1 damage per token to the final total. When no tokens remain, return this card to your Action deck. | | 1: Add SR # of tokens to this card, +1 token per success and boon. | | !: Add SR # of additional tokens to this card. | | ++: Recover 1 stress | | -: Suffer 1 fatigue | | ??: The power build up is too much for you to handle; take SR Wounds. | EditForce Deflection
| Force Deflection | | Recharge: (5-SR) | | Stress: 1 | | Force, Deflect, React | | Prereq: SFX Force (Wp) | | None | | You deflect an attack away with a bolt of force. | After you have been declared the target of a melee or ranged attack, place 2 recharge tokens on this cart to add SR # of to the attack's dice pool. | | If the attack hits you, you have +SR Soak vs its damage. | EditForce Shield
| Force Shield | | Recharge: (SR) | Stress: 1;  | | Force, Screen, Ongoing | | SFX Force (Wp) | | If you are engaged with an opponent you may play this card. | | You create a visible screen that protects you from one or more opponents. | | 1: You are disengaged from the target. While this card is recharging targeted opponent cannot engage with you and you cannot engage with them. | | 5: You are disengaged from all characters you were engaged with. While this card is recharging you cannot be engaged at all by anyone, and you cannot engage others (even allies). | EditForce Field| Force Field | | Force, Passive | | Prereq: Force Mastery (Wp) trained | | This card is always considered to be in play; all benefits are cumulative. | | You subconsciously project a visible force field around yourself at all times. It requires a Difficult (4d) Force Mastery check each Turn to suppress it. | | You have +(SR x 2) Soak vs. Force based attacks. If you Soak all the damage from a Force based attack, you do not take an automatic Wound. | | SR2: You have +(SR/2) Soak vs. all non-Force based attacks (round up). | | SR4: You have +(SR-3) DEF. | | If an attack does (SR x 2) damage or less and you Soak all of the damage, you do not take 1 automatic Wound. | | Invisible Field: You may spend 1 additional advance as a Facilitator to make this Stunt invisible. | | Toggled Field: You may spend 1 additional advance as a Facilitator to make this Stunt a Toggle instead of a Passive. |
EditForce Slip
| Force Slip | | Recharge: (5-SR) | Stress: 1; | | Force | | SFX Force (Wp) | | You accelerate, encased in a frictionless envelope of force energy. | | 1: You gain + # of successes movement maneuvers, and you have +SR DEF until your next Beginning of Turn phase. You can propel across gaps without falling as long as you start and end your Turn on solid footing. | | ++: you have +SR Soak until your next Beginning of Turn phase. | | -: Suffer 1 stress. | | SR5: This Stunt is equivalent to a Movement skill for basic movement needs such as traveling around a few city blocks. However the stress cost makes it impractical for long distance travel. Application of the Stress-less Facilitator to this Stunt addresses this problem and makes Force Slip usable as if it were Superrunning (Sliding), using SFX Force (Wp) for any necessary checks. It is also still usable as a Stunt for its stated effect. |
EditForce Grapple| Force Grapple | | Recharge: 1 | Stress: 1, | | Force, Persisted | | SFX Force (Wp) vs Target Athletics (Str) | | If there is an opponent within Medium range you may play this card. Grabbed opponents can attempt to break free as an action with an opposed Strength check, or an effect that explicitly frees them from impediments. | | 1: you encase the target in a force bubble, effectively grabbing them. While you persist this Stunt or until the target manages to break free with an opposed Strength check, you continue to maintain your grab. The grabbed target gains +SR Soak, subtracts SR damage from all of their own attacks, is considered to be impeded, and cannot perform any movement maneuvers until they break free of the grab or you stop persisting this Stunt. | For every two additional successes you may attempt to affect an additional target within Medium range by making a SFX Force (Wp) vs Target Athletics (Str) check. Each affected target adds a cumulative to subsequent checks and costs 1 additional stress. Each grapple is treated as a separate effect but you can persist all of them simultaneously. |
EditVelocity Control| Velocity Control |   | | Force, React | | SFX Force (Wp); Medium Range | | If a target within Medium range is taking a movement maneuver you may target them and play this card; you may target yourself. Note, momentum is mass x velocity; however this ability works regardless of the target's mass. Don't worry; it's superhero physics in action. | | 1: You may cancel SR# of movement maneuvers for the Turn and reduce the target's Velocity by SR. If you cancel more movement maneuvers and Velocity than the target has they don't move and are reduced to Velocity 0. | | 1: The target moves SR# of additional movement maneuvers on the same vector as they were already moving and their Velocity increases by SR. If the target impacts something they and whatever they impact take damage equal to their (Velocity x 2). | | 1: You may reduce the rating of any Force Stunt used in the affected area by SR; if the rating is reduced to 0 or less the effect is nullified. |
EditForce Ram
| Force Ram | | Recharge: (5-SR) |  | | Force | | SFX Force (Wp) vs Target Def; Close Range | | 1: You exert force equivalent to SR + # of successes Strength for a few seconds against the target. I.e., if you had SR 3 and rolled 4 successes, you exert force equivalent to Strength 7. This can be used to strike, push, thrust, or break free from being held, but not to pull or carry. This may require an additional opposed Strength test, using the Strength generated from this Stunt in place of your own normal Strength rating. The target can be a person or an inanimate object. | | 3: As (1), and additionally if the target loses an opposed Strength check, they are knocked back 1 movement maneuver. | | ++: +1 Strength | | ++: +1 Strength | | -: Suffer 1 stress | | -: Suffer 1 stress |
| Force Ram | | Recharge: (5-SR) |  | | Force | | SFX Force (Wp) vs Target Def; Close Range | | 1: You exert force equivalent to (SR+1) + # of successes Strength for a few seconds against the target. I.e., if you had SR 3 and rolled 4 successes, you exert force equivalent to Strength 8. This can be used to strike, push, thrust, or break free from being held, but not to pull or carry. This may require an additional opposed Strength test, using the Strength generated from this Stunt in place of your own normal Strength rating. The target can be a person or an inanimate object. | | 3: As (1), and additionally if the target loses an opposed Strength check, they are knocked back 1 movement maneuver. | | ++: +1 Strength | | ++: +1 Strength | | ++: if the target is knocked back, it is knocked back +1 movement maneuver | | -: Suffer 1 stress | EditForce Strike| Force Strike | | Recharge: (5-SR) | | Force | | Force Mastery (Wp) vs Target Def | | If you are engaged with an opponent you may play this card. | | 1: you hit for SR + Strength damage. | | 3: you hit for SR + Strength + Willpower damage and the target is pushed back, becoming Disengaged from you. | | 5: As (3), but the target is knocked back to Close Range from you and must make a Coordination (Ag) check vs SR difficulty or fall prone. | | +: if the opponent is knocked back, they are knocked back +1 additional movement maneuver | | ++: +3 damage. | | -: Suffer 1 fatigue. | | !: The target gains the Exposed condition for (1). | | ?: You gain the Exposed condition for (5-SR). |
| Force Strike | | Recharge: (5-SR) | | Force | | Force Mastery (Wp) vs Target Def | | If you are engaged with an opponent you may play this card. | | 1: you hit for SR + Strength damage. | | 3: you hit for SR + Strength + Willpower damage and the target is pushed back, becoming Disengaged from you. | | 4: As (3), but the target is knocked back to Close Range from you and must make a Coordination (Ag) check vs SR difficulty or fall prone. | | +: if the opponent is knocked back, they are knocked back +1 additional movement maneuver; +1 damage | | +++: +5 damage. | | -: Suffer 1 fatigue. | | !: The target gains the Exposed condition for (1). | | ?: You gain the Exposed condition for (5-SR). |
EditForce Blades
| Force Blades | | Recharge: (5-SR) |  | | Force | | SFX Force (Wp) vs Target Def | | You create planes of force that are sharper than any material blade. | | If you are engaged with an opponent you may play this card. If your superteam has the Heroic or Idealistic Trait, advance the superteam tension meter by 1 per critical inflicted. | | 1: you hit for (SR +1) + # of success damage. | | 3: As (1), +1 critical | | 5: As (3), +1 critical | | +: +1 Pierce | | +: +1 Pierce | | -: Suffer 1 stress | | -: Suffer 1 fatigue | | !: If you hit, the attack has +SR Pierce. | | ?: Suffer 1 fatigue, 1 stress. |
| Force Blades | | Recharge: (5-SR) |  | | Force | | SFX Force (Wp) vs Target Def | | You create planes of force that are sharper than any material blade. | | If you are engaged with an opponent you may play this card. If your superteam has the Heroic or Idealistic Trait, advance the superteam tension meter by 1 per critical inflicted. | | 1: you hit for (SR x 3) damage. | | 3: you hit for (SR x 4) damage. | | 5: you hit for (SR x 5) damage. A Grandstand is appropriate. | | +: +1 critical | | - -: Suffer 1 stress, 1 fatigue | | !: If you hit, opponents that can see your attack gain the Exposed condition (SR+1). | EditForce Beam
| Force Beam | | Recharge: (7-SR) |  | | Force | | SFX Force (Wp) vs Target Def; Prepare; Long Range | If you are engaged with an enemy, add to your dice pool. | Add SR # of to your dice pool. | | 1: you hit for Willpower + # of successes damage. | | 3: As (1), and the attack has +Pierce (SR). | | 5: As (3), and the target must must make a Coordination check vs SR difficulty or be knocked prone. A Grandstand is appropriate. | | +: +1 Pierce | | +: +1 Pierce | | -: -1 damage | | -: -1 damage | | !: +SR damage | | ?: suffer (7-SR) fatigue |
| Force Beam | | Recharge: (7-SR) |  | | Force | | SFX Force (Wp) vs Target Def; Prepare; Long Range | If you are engaged with an enemy, add to your dice pool. | Add SR # of to your dice pool. | | 1: you hit for Willpower + # of successes damage. | | 3: As (1), and the attack has +Pierce (SR). | | 5: As (3), and the target must must make a Coordination check vs SR difficulty or be knocked prone. A Grandstand is appropriate. | | +: +2 damage | | +: +2 damage | | -: -2 damage | | -: -2 damage | | !: +1 critical | | ?: suffer (7-SR) fatigue |
EditForce Seeker
| Force Seeker | | Recharge: (11-SR) |   | | Force | | SFX Force (Wp); Close Range; Prepare | If you are engaged with an enemy, add to your dice pool. | | You bounce your shot off of one or more surfaces to strike from unexpected angles. | | 1: The target may make a Coordination check vs SR difficulty. If they fail, they are hit and take (SR+1) + # of successes damage. | | 3: As (1), and you may target a second opponent within Close Range of the first opponent. The second target may make a Coordination check vs SR difficulty. If they fail, they are hit and take (SR+1) + # of successes damage. | | 5: As (3), and you may target a third opponent within Close Range of the second opponent. The third target may make a Coordination check vs SR difficulty. If they fail, they are hit and take (SR+1) + # of successes damage. A Grandstand is appropriate. | | ++: regain 1 stress and 1 fatigue | | - -: suffer 1 stress and 1 fatigue | | !: Remove SR recharge tokens from this card | | ?: Add 3 recharge tokens to this card |
| Force Seeker | | Recharge: (8-SR) | Stress: 1;   | | Force | | SFX Force (Wp); Close Range | If you are engaged with an enemy, add to your dice pool. | | You bounce your shot off of one or more surfaces to strike from unexpected angles. | | 1: The target may make a Coordination check vs SR difficulty. If they fail, they are hit and take (SR+2) + # of successes damage. | | 3: As (1), and you may target a second opponent within Close Range of the first opponent. The second target may make a Coordination check vs SR difficulty. If they fail, they are hit and take (SR+2) + # of successes damage. | | 5: As (3), and you may target a third opponent within Close Range of the second opponent. The third target may make a Coordination check vs SR difficulty. If they fail, they are hit and take (SR+2) + # of successes damage. A Grandstand is appropriate. | | ++: Remove 2 recharge tokens from this card | | - -: Add 2 recharge tokens to this card | | !: Regain 1 stress | | ?: Add 6 recharge tokens to this card | EditForce Bolt
| Force Bolt | | Recharge: (5-SR) | | | Force | | SFX Force (Wp) vs Target Def; Medium Range | If you are engaged with an enemy, add to your dice pool. | | 1: you hit for (SR +1) + # of success damage. | | 3: As (1), and the target must must make a Coordination check vs SR difficulty or fall prone. | | 5: As (1), and the target must must make a Coordination check vs SR difficulty or be knocked back 1 movement maneuver away from you. | | +: +1 damage | | +: +1 damage | | -: Suffer 1 stress | | !: +1 critical | | ?: You gain the Exposed condition for (5-SR). |
| Force Bolt | | Recharge: (5-SR) | | Fatigue: 1 | | Force | | SFX Force (Wp) vs Target Def; Medium Range | If you are engaged with an enemy, add to your dice pool. | | 1: you hit for (SR +2) + # of success damage. | | 3: As (1), and the target must must make a Coordination check vs SR difficulty or fall prone. | | 4: As (1), and the target must must make a Coordination check vs SR difficulty or be knocked back 1 movement maneuver away from you. | | +: +2 damage | | +: Remove a recharge token from this card | | -: Suffer 1 stress | | !: +1 critical | | ?: You gain the Exposed condition for (5-SR). | EditForce Burst
| Force Burst | | Recharge: (9-SR) |  | | Force | | SFX Force (Wp) vs Target Def; Medium Range | If you are engaged with an enemy, add to your dice pool. | | 1: you hit for SR + # of success damage; Burst. | | 3: you hit for SR + # of success damage; Burst. All affected targets must make a Coordination check vs SR difficulty or fall prone. | | 5: you hit for (SR+1) + # of success damage; Burst. All affected targets must make a Coordination check vs SR difficulty or fall prone. A Grandstand is appropriate. | | ++: Targets knocked prone suffer 1 fatigue. | | -: Suffer 1 fatigue | | !: Opponent minions suffer SR morale loss | | ?: The force of the blast creates a crater and causes noticeable collateral damage. |
| Force Burst | | Recharge: (9-SR) |  | | Force | | SFX Force (Wp) vs Target Def; Medium Range | If you are engaged with an enemy, add to your dice pool. | | 1: you hit for (SR+1) + # of success damage; Burst. | | 3: you hit for (SR+1) + # of success damage; Burst. All affected targets must make a Coordination check vs SR difficulty or fall prone. A Grandstand is appropriate. | | 5: you hit for (SR+2) + # of success damage; Burst. All affected targets must make a Coordination check vs SR difficulty or fall prone. A Grandstand is appropriate. | | ++: Targets knocked prone suffer 1 fatigue. | | -: Suffer 1 fatigue | | !: Opponent minions suffer SR morale loss | | ?: If you hit, the Burst affects everything within Close range of the target rather than every thing engaged with the target. If you did not hit, the shot hits something else which is left to the GM's discretion...but it should be something you would not have wanted to hit. | EditForce Screen
| Force Screen | | Recharge: (9-SR) | Stress: 1;  | | Force, Lingering | | SFX Force (Wp) | | Prereq: SFX Force trained, Prepare | | You surround yourself with a visible shield of solid force that makes you and any ally you are engaged with difficult to harm. | | 1: While this Stunt lingers, you gain + SR Soak. I.e. if you had SR 3 you would have +3 Soak as long as you kept this Stunt lingering by spending a maneuver each Turn to maintain it. | | 5: As (1), but you may choose to gain either + SR DEF or + SR Soak when you play this card. | | ++: Recover 1 stress | | --: Suffer 1 stress | | !: +1 maneuver |
| Force Screen | | Recharge: (13-SR) | Stress: 1, Fatigue: 1;   | | Force, Ongoing | | SFX Force (Wp) | | Prereq: SFX Force trained, Prepare | | You surround yourself with a visible shield of solid force that makes you and any ally you are engaged with difficult to harm. | | 1: While this card has recharge tokens on it you gain + SR Soak. I.e. if you had SR 3 you would have +3 Soak while this card had recharge tokens on it. | | 5: As (1), but you may choose to gain either + SR DEF or + SR Soak when you play this card. | | +: Add a recharge token to this card | | +: Add a recharge token to this card | | -: Remove a recharge token from this card | | -: Remove a recharge token from this card | | !: Add SR recharge tokens to this card | | ?: Suffer 1 stress, 1 fatigue | EditForce Barrier
| Force Barrier | | Recharge: (9-SR) | Fatigue: 1;   | | Force, Invested | | SFX Force (Wp); Close Range | | Prereq: SFX Force trained, Prepare | | You erect a visible barrier of solid force. | | 1: While this Stunt is invested, all attacks targeting into or across the Barrier remove SR + (Wp/2) # of characteristic dice from their dice pool. If there are no characteristic dice remaining, no check can be made; the attack is stopped by the barrier. Subtract SR damage from attacks that manage to penetrate the Barrier. Note that this works in both directions. | | SR 1: The Barrier can protect one engagement from attacks originating from all sides. | | SR 3: The Barrier can protect everything within Close range of a designated point from attacks originating from all sides. | | SR 5: The Barrier can protect everything within Medium range of a designated point from attacks originating from all sides. |
| Force Barrier | | Recharge: (9-SR) | Stress: 1;   | | Force, Persisted | | SFX Force (Wp); Close Range | | Prereq: SFX Force trained, Prepare | | You erect a visible barrier of solid force. | | 1: While this Stunt is invested, all attacks targeting into or across the Barrier remove SR + (Wp/2) # of characteristic dice from their dice pool. If there are no characteristic dice remaining, no check can be made; the attack is stopped by the barrier. Subtract SR damage from attacks that manage to penetrate the Barrier. Note that this works in both directions. | | SR 1: The Barrier can protect one engagement from attacks originating from all sides. | | SR 3: The Barrier can protect everything within Close range of a designated point from attacks originating from all sides. | | SR 5: The Barrier can protect everything within Medium range of a designated point from attacks originating from all sides. |
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