Homebrew Reference Book: New Jedi Order Campaign Guide
See also: Force Powers
You have learned to use The Force to manipulate your body's electric field, delivering painful jolts of electricity to anyone you strike.
Time: Swift Action
Targets: Self
Make a Use the Force check. The result of the determines the following effect, if any:
DC | EFFECT | |
---|---|---|
15-19 | Until the start of your next turn, all of your Unarmed melee attacks deal +1d6 points of Energy damage. | |
20-24 | Until the start of your next turn, all of your Unarmed melee attacks deal +2d6 points of Energy damage. | |
25-29 | Until the start of your next turn, all of your Unarmed melee attacks deal +3d6 points of Energy damage. | |
30+ | Until the start of your next turn, all of your Unarmed melee attacks deal +4d6 points of Energy damage. |
Special: You can spend a Force Point to deal the bonus Energy damage to any creature that strikes you with an Unarmed attack, or makes a Grab or Grapple attack against you, for as long as this Force Power is in effect.
You can maintain Conduction from round to round, extending the normal duration. Maintaining the Conduction Force Power is a Swift Action, and you must make a new Use the Force check each round. If you take damage while maintaining Conduction, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Conduction.