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Auron

Auron


Posts : 7
Join date : 2012-01-25

Character sheet
Reknown Title: Jedi Librarian
Alignment: Lawful Good
HP:
Game Supplement Left_bar_bleue250/250Game Supplement Empty_bar_bleue  (250/250)

Game Supplement Empty
PostSubject: Game Supplement   Game Supplement I_icon_minitimeWed Jan 25, 2012 1:59 am

Opening Crawl:

Episode
1: The Broken Promise


The Galactic Republic is in a period of strife. The Jedi Exile has broken
the Sith Lords, but in the process the Jedi order has been decimated. It
is a time of rebuilding for the scattered Jedi, but also one of danger.
The corruption of the Sith has spread, and even the staunchest allies
of the Republic bear its stain.


The Jedi Council on Coruscant has received word that Jedi Master Kor
Vallus, long presumed dead, has found an ancient store of lost knowledge
in the Arcturus sector. The Jedi Knight Tassilon Ren has been
dispatched along with several trainees to found a new training enclave
to swell the Jedi's depleted ranks.


Their ship stops for resupply at Levitos VI, where they will confer with the
Jedi Watchman of the sector, Gar Pen'the...





The Force. Replace the arcane backgrounds offered with The Force. Change edges referring to arcane or magic to The Force(e.g. Magic Resistance will now be Force Resistance).

Feat:Force Sensitive
Requirement: Spirit D6
Gain Skill : Force

Sense Force; A Force Sensitive Hero can sense the presence of the Force, using his Spirit, within a Medium Burst Template with him at the center. With a Raise, he can extend his sense to a Large Burst Radius.
Lucky; May use their Force Die instead of a normal D6 when using bennies Those who are Force Sensitive automatically start with a -1 on any rolls to resist Dark Side taint

Arcane
Background - Jedi

Arcane Skill: Force (Spirit)
Power Points: 10
Starting Powers: Deflection(Lightsaber only) (see below)

Power
List:
Armor, Beast Friend, Boost Trait, Conceal Force, Confusion, Darksight, Deflection (with lightsaber armed only), Dispel, Divination, Environmental Protection, Farsight, Havok (treat as Veteran Rank), Healing*, Mind
Reading, Pummel
(treat as Veteran Rank), Puppet**, Quickness (treat as Veteran Rank), Slow, Slumber, Smite (Lightsaber only), Speed, Stun, Succor***, Telekinesis****, Warrior's Gift

*Healing becomes usable on others when a Jedi reaches Heroic Rank.
** Puppet should only be used by Jedi for non-harmful suggestions; if a Jedi controls someone to harm themselves or commands them over time, like a slave, this will definitely court the Dark Side.
***Succor is the one Power Jedi can use on others right from the start.
**** Telekinesis cannot be used to fly, but it can enable fantastic jumps at the pace other things can be moved. A Force User can increase the amount of weight lifted by incurring additional penalties to the Force skill. So for a -5 to the Force skill roll, the Force User can lift 20 times his Spirit die, or 100 times with a raise.

All Jedi must live according to a Code of Honor; this Hindrance is applied without granting any additional benefits.

Backlash:
A natural 1 on the Force roll leaves the character shaken and cast powers dispelled.

Presence; As Jedi grow strong in the Force, they exude a Presence that influences those around them. A Jedi gains a 1 to his Charisma, with an additional 1 for each Rank above Novice. Furthermore, a Jedi's Charisma Modifier (if positive) becomes a bonus to any rolls to resist Fear or Intimidation. Remember that Dark Side points directly subtract from a character's Charisma bonus.
Feel the Force; Jedi essentially have Detect Arcana automatically, used to sense the Force around them. This is based on their Force skill, and it provides greater range and more information than the Sense Force ability of someone who is simply Force Sensitive.
Sense Life; Jedi can also sense nearby living things, using his Force skill. On a success, he can sense within his Force die in radius; on a raise, he can sense within his Force die x5. Basic information is gleaned (animal, sentient, numbers and general location).
Minor Telekinesis; A Jedi can move a single object that weighs no more than his Force die in pounds, up to a range equal to his Force die. This requires a basic roll; on a Raise, it's a Free Action.
Lightsaber Training; the Jedi is able to use a Lightsaber without the -4 Fighting and -4 Parry penalty untrained wielders suffer.




Dark Side Powers

Dark Side Powers may be used untrained however each use requires a Dark Side Check after using.

Dark Side Check - roll your spirit die, adding in any modifiers(e.g. force sensitive, wounds) and subtracting their dark side points from the result. A failed dark side check adds one dark side point to the character. A roll of 1 on the spirit die regardless of the wild die is a failure and requires a roll on the psychosis table.

Dark
Side Points - If a character ever has more dark side points than their Spirit die they are said to have gone over to the dark side completely and are under the GM’s control. Dark side points add to intimidation checks.


Blast, Bolt, Burst, Damage Field, Deflection, Draining Touch, Fear, Force Grip, Lower Trait,

Note that if Puppet or Telekinesis are used in a particularly evil or ruthless way, they are also considered Dark Side.

Changes to Bolt - Force Lightning - Disregard additional bolts/damage. For 2x the cost the force lightning may also Entangle a single target as per the spell. It may also be opposed by the opponent’s force roll.

FORCE GRIP
Rank: Veteran
Point Cost: 3
Range: 10/20/30

Force Grip allows you to grapple the throat of your enemies and crush it, suffocating and killing them.

If your Force use is successful you inflict 2d6 initial damage and grapple your target. Every turn afterwards that you maintain the power you inflict your Spirit in damage as you crush its larynx. He may attempt to escape as an action, making an Strength roll against your Spirit. On a Success he is free, and on a Raise he is free and may act normally that turn.

You may move up to your pace while maintaining this power, but cannot make any other action. If you are shaken or wounded, you lose the grapple on your target.

FORCE ADEPTS

Force
Adepts gain training in the Force, but do so through other schools or philosophical disciplines. They tend to focus on less combative or defensive powers, instead applying their talents towards subtle manipulations and support for those they work with or serve. Force Adepts can be formidable diplomats or dangerous opponents in any struggle, especially one that extends past a battlefield.[/size]


Unlike Jedi, Force Adepts are not restricted to Self Only for those Powers that can benefit others.
Arcane Background - Force Adept
Arcane Skill: Force (Spirit)
Starting Power Points: 5
Starting Powers: 2
Power List: Analyze Foe, Armor, Beast Friend, Blind, Boost Trait, Clairvoyance, Conceal Force, Confusion, Darksight, Disguise, Dispel, Divination, Environmental Protection, Farsight, Force Shield, Greater Healing, Healing, Puppet*, Slow, Slumber, Speak Language, Telepathy;

* Puppet should only be used for non-harmful suggestions; if a Force Adept controls someone to harm themselves or commands them over time, like a slave, this will definitely court the Dark Side.


If Backlash would occur (a 1 on the Force Skill die), a level of Fatigue is suffered by the Force Adept, and he is Shaken as well. Force Adepts must maintain a high degree of respect for the Force and for life, lest they become complacent and fall to the Dark Side. Force Adepts have the Minor degree of the Pacifist Hindrance for no additional benefit; acting out of accordance with this Hindrance calls for an immediate roll to resist Dark Side taint, even if no Force Point is spent.

Sense Life; Adepts can also sense nearby living things, using their Force skill. On a success, they can sense within their Force die in radius; on a raise, they can sense within their Force die x5. Basic information is gleaned (animal, sentient, numbers and general location).








New Equipment: Replace Modern and Futuristic Ranged Weapons with this Table, cost is in parenthesis.


Equipment

Name(cost) Range Dam ROF Shots Min Str
Hold Out
Blaster(100)
4/8/16
2d4
1
6
-
Small,
Stun
Sporting
Blaster Pistol(250)
12/24/48
2d6-1
1
10
-
2 Shooting, Stun
Blaster Pistol(200)
12/24/48
2d6
1
50
-
AP 1, Stun, DT
Heavy Blaster
Pistol(250)
15/30/60
2d6 1
1
25
d6
AP
2, Stun
Sporting
Blaster Rifle(350)
30/60/120
2d6 1
1
10
d6
2 Shooting, Stun
Blaster Carbine(300)
12/24/48
2d6 1
3
50
d6
AP 1, Stun
Blaster
Rifle(400)
24/48/96
2d8
1
60
d6
AP 3, 3RB, Stun
Heavy Blaster Rifle(450)
30/60/120
2d10
1
40
d8
AP 3, Stun,
Snapfire, MIL
Light Repeating Blaster(350)
24/48/96
2d6 1
3
50
d6
AP 2, AF, 3RB
Repeating
Blaster(450)
24/48/96
2d8
3
60
d6
AP 3, AF, 3RB, MIL
Heavy Repeating Blaster(1000)
25/50/100
2d10
3
150
d8
AP 3, AF,
Snapfire Penalty, May Not Move, HW, Mil
E-Web Heavy
Repeating Blaster(5000)
100/200/400
4d8
3
-
-
AP 5, AF, HW, Set-Up Crew 3 (Full turn to set up, 1 turn for each Crew
missing), Mil
Ion Pistol (200)
6/12/24
3d6
1
20
-
Ignores Armor, Only vs Droids & Electronics
Ion
Rifle(400)
8/16/32
3d8
1
30
d6
Ignores
Armor, Only vs Droids & Electronics
Wookie
Bowcaster (750)
20/40/80
2d8 1
1
5
d10
AP 4, Small
Burst Template, Rare

Frag
Grenade(50)
5/10/20
3d6
1
-
-
Med
Burst, Mil
Smoke
Grenade(25)
5/10/20
-
1
-
-
Large
Burst Conceal
Ion Grenade(50)
5/10/20
4d6
1
-
-
Med Burst, Ignores Armor, Only vs Droids & Electronics
Stun
Grenade(50)
5/10/20
4d6
1
-
-
Med
Burst, Stun Damage
Thermal Detonator
4/8/16
5d8
1
-
-
Large Burst, HW, Mil, Rare
Grenade
Launcher(250)
24/48/96
-
1
4
d6
Damage/Effect
per Grenade





Replace
the Armor Table with the following. c=credit cost



Armor(Cortosis weave negates lightsaber’s AP bonus. Cost 5x)
Light Combat Suit - 1, Vest, c50
Scout Armor - 2, Vest and Helmet, c300
Military Suit - 3, Vest, Leggings, Helmet, and Armlets c900
Blast Resistant Armor (vsMelee/vsBlasters)
Blast Vest - 2/ 4, Vest, c400
Battle Suit - 2/ 4, full suit, c800
Commando Suit - 4/ 6, full suit, Mil
Mandalorian Battle Armor - 4/ 8, full suit, Rare



Language List
In this period most individuals comprehend at least a smattering of Galactic Basic as well as their native racial language. A few races however due to biological or mechanical reasons are unable to speak it. Listed below are a few of the languages that a well rounded space traveler would be wise to know.
Galactic Basic
Wookie
Gamorrese
Genosian
Huttese
Droidspeak(Binary)
Sith
Jawa Trade Tongue

In Progress: Droid building and Droid Characters,

Credits to SPF's Star Wars Conversion


Last edited by Auron on Thu Jan 26, 2012 2:00 am; edited 5 times in total
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Auron

Auron


Posts : 7
Join date : 2012-01-25

Character sheet
Reknown Title: Jedi Librarian
Alignment: Lawful Good
HP:
Game Supplement Left_bar_bleue250/250Game Supplement Empty_bar_bleue  (250/250)

Game Supplement Empty
PostSubject: Re: Game Supplement   Game Supplement I_icon_minitimeWed Jan 25, 2012 2:11 am

Character Creation Quick Start Rules(These are not complete, but provide a quick overview if you don't want to go in depth)
http://peginc.com/Downloads/SWEX/TD06.pdf


For the full ruleset, search for Savage Worlds Deluxe.

If you wish, there are a number of character sheets that may make creating a character and leveling up easier located here: http://savagepedia.wikispaces.com/Character+Sheets+-+Homebrewed

For beginners I would recommend starting with one of these two:
http://bp0.blogger.com/_LoyUGHHwbJQ/RobMMJDk6HI/AAAAAAAAA4U/N_qg_GeKs54/s1600-h/savage_trainingwheels_sheet.jpg
or
http://www.scribd.com/doc/30552147/Savage-Worlds-Beginners-Sheet


Last edited by Auron on Thu Jan 26, 2012 1:39 am; edited 1 time in total
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Auron

Auron


Posts : 7
Join date : 2012-01-25

Character sheet
Reknown Title: Jedi Librarian
Alignment: Lawful Good
HP:
Game Supplement Left_bar_bleue250/250Game Supplement Empty_bar_bleue  (250/250)

Game Supplement Empty
PostSubject: Re: Game Supplement   Game Supplement I_icon_minitimeWed Jan 25, 2012 4:10 am

Sector Map


Re-purposed from Slipstream
Game Supplement MapSlip
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Game Supplement Empty
PostSubject: Re: Game Supplement   Game Supplement I_icon_minitime

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