Auron
Posts : 7 Join date : 2012-01-25
Character sheet Reknown Title: Jedi Librarian Alignment: Lawful Good HP: (250/250)
| Subject: Game Supplement Wed 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 ADEPTSForce 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 StrHold 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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