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<blockquote data-quote="otomodave" data-source="post: 5566066" data-attributes="member: 6667236"><p>Here is the Jedi stuff,</p><p><strong><u><span style="font-size: 22px">Jedi -40 points</span></u></strong></p><p><strong><u><span style="font-size: 22px"></span></u></strong><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"></span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Techniques-Force sensitive, Gain a number of force die that can be used just like drama dice, but do not turn into experience points at the end of the session. </span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Padawan-2 force die</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Knight-4 force die</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Master-6 force die</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Force die may be added to rolls just like a drama die, or used to activate force powers.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">There are three types of force die; neutral, light-side, and dark-side. Neutral is the default rating of force die awarded due to this school. Light side die are awarded by the GM for heroic use of the force. Dark side die channel the power of the Jedi's hate and rage. At any time during a session, a player may declare that they are going to use the dark side. They are immediately granted a dark side die. The die must be used on the declared action and does not decrease the amount of force die currently in their pool. Unused force die are lost at the end of the session, although any awarded light side dice are converted to one XP point per die.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Every light side or dark side die a player gains causes a light side or dark side point to be awarded. An opposing point first nullifies one point of its opposite, and then accumulates. For example, John has one dark side point. He is awarded a light side die. This gives him a light side point, but since he already has a dark side point they nullify each other and he is considered to have no points. If he then is awarded another light side point (and die), he would have one light side point above neutral.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">When a player accrues a number of dark side points equal to twice his resolve, then all of his force die are considered dark side die. Any light side die he is awarded is considered neutral (though he still gets the light side point). </span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">When a player accrues a number of dark side points equal to three times his resolve, he can no longer simply declare a dark side die, but must be awarded them for suitably evil acts. These still do not become XP. </span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">When a player accrues a number of dark side points equal to four times his resolve he is considered completely corrupted by the power of the dark side and becomes an NPC and probably a good villain for the GM to throw at the party. He may no longer accrue dark side points, although he may still be awarded dark side die. He also gains an extra 1k1 on use of dark side powers</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">When a player accrues a number of light side points equal to twice his Resolve, all of his force die are considered light side die (although only those awarded to him by the GM convert to experience). If he wishes to use a dark-side power, he must declare for a dark side die.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">When a player accrues a number of light side points equal to four times </span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"> </span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"> </span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"> </span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"> </span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"> </span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">his resolve, he is considered fully devoted to the light he may spend drama die as if they were force die and receives a free raise on all non-dark side power rolls. He may no longer accrue light side points, though he may still be awarded light side die.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong><u>Force Knacks;</u></strong></span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong><u></u></strong>Force knacks are labeled as dark side, light side, or neutral. Light side powers may not be activated with dark-side dice. Dark side powers may only be activated with dark side dice. </span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Mastery level; Padawan-1</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Knight-2 </span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Master-3</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong>Force Sense</strong></span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong></strong>Padawan-you may add your ranks in this knack to the result of all Perception checks.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Knight-you may spend a force die to make an active defense using this knack against attacks that do not normally allow active defenses, including surprise attacks. You must still use an action (held or interrupt).</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Master-You may add your ranks in this knack to the result of all checks to determine someone’s motives or disposition. Also, you may sense the presence (though not location or identity) of other force-sensitive persons within 10 miles. The GM will secretly make the roll (TN 15).</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong>Force body/jump;</strong></span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong></strong>Padawan-you may spend a force die to gain a number of free raises equal to you rank in this knack to any athletics knack checks you make for one round.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Knight-you may spend a force die to gain a number of kept die equal to half of you ranks in this knack rounded down on any athletics checks you make for one round, replacing the benefit gained from the Padawan ability.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Master-you may spend a force die to gain a number of kept dice equal to your rank in this knack on any athletics check you make for one round, replacing the benefit gained from the knight ability.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong>Force speed;</strong></span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong></strong>Padawan-you may re-roll one initiative die each round. This is cumulative with the combat reflexes advantage.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Knight-you may spend and roll any number of force points when rolling panache for initiative. Every force die added adds an action for the round on the action rolled. </span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Master-you may spend one less action die (to a minimum of one) to make an interrupt action.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong>Force lightning (dark side);</strong></span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong></strong>Padawan-you may spend a force die to make a force lightning attack. This is a 2k2 ranged attack that bypasses armor and gains a +5 to hit. The attack roll is made using either wits or resolve, whichever is higher, and this knack.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Knight-the damage rating on your lightning is increased to 3k3.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"></span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Master-you make affect additional targets with your lightning by making two raises per target.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong>Force Choke (dark side);</strong></span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong></strong>You may spend a force die to make a force choke attack. To do this, you target one individual within 30 yards, plus 10 yards per mastery level, and make a contested wits plus force choke knack versus their resolve. If you succeed, they immediately begin losing resolve as per the drowning rules. You may hold the choke for a number of rounds equal to half of you ranks in this knack rounded up and your mastery level, plus one for every raise made on the roll. They take no actions while held in the choke. If you are distracted during the choke, such as by an attack, you must make a resolve+force choke check vs either the damage roll you took or a number set by the GM or immediately lose the choke. Resolve lost in this manner is restored at 1 point per round. Brutes are automatically knocked out.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong>Force shove; </strong></span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong></strong>You may spend a force die to make a wave of force. Roll wits+force shove knack vs. the target brawn. If successful, the target is knocked prone and is knocked back 5 feet times your mastery level. This may affect all targets in an area equal to 5 feet times your mastery level.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong>Telekinesis;</strong></span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong></strong>You may spend a force point to manipulate objects at a distance. If any roll is required, it will use wits+your ranks in this knack (unless the GM decides it takes another trait). The amount of weight you can manipulate is dependant on you mastery level and ranks in this knack as follows;</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Padawan-10lbs x your rank in this knack in pounds.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Knight-1000lbs x your rank in this knack in pounds. </span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Master-10,000lbs your rank in this knack in pounds. You may use the Padawan version of this knack without spending a force point.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Multiple Jedi may combine to use this power. In this case one jedi is considered to be the focal point of the power and uses his wits+knack for the roll, plus 10 for every Jedi involved. The sum of all telekinesis knack ranks from all participating Jedi involve is used to determine moveable weight according to the mastery level of the lead jedi. </span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">You may spend extra force die to increase your weight limit by a multiple equal to the number of dice spent. So, for instance, if you spend 2 force die, it is multiplied by two, and if you spend 3 it is multiplied by 3, and so on.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong>Jedi trance;</strong></span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong></strong>You may enter a jedi trance, where you need not eat or breathe. You may survive hostile environments, such as extreme cold, extreme hot, or even vacuum, but not extreme cases like being immersed in lava or acid. To do this you must make a resolve trance knack roll vs. a target number of 15 plus any modifiers. You may sustain this trance for a period determined by your mastery level as follows;</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Padawan-rank in this knack in days.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Knight-rank in this knack in weeks.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Master-rank in this knack in years.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong> </strong></span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong> </strong></span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong> </strong></span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong> </strong></span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong>Mind Trick;</strong></span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong></strong>You may affect the weak-Minded</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Padawan-You may stun a target. Make a contested roll (Wits+this knack versus target's Resolve). They will lose a number of actions equal to your Wits. You may make raises for extra actions.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Knight-This is the classic Jedi Mind Trick. You may make an opposed roll of you Wits+this Knack versus target's Resolve. If successful you may make a simple suggestion (GM permitting) which they will follow. If the suggestion is immediately hazardous to the target, or grossly out of their character, they may gain free raises as deemed by the GM.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Master-You may completely dominate an individual. Make the same opposed roll as above. The target gains one free raise. The duration is equal to your Wits in rounds. At the end of this duration, you may attempt to continue the domination, regardless of range, by making the opposed roll again. Anytime you force the person to do something immediately hazardous, they may attempt the opposed roll again, with an additional </span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">free raise, to throw off the effect.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong>Force Inspire (light-side);</strong></span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong></strong>You may inspire others to perform better through the force. You may give your force die to others to use as drama dice. You may spend a force die to gain a number of free raises that may be distributed amongst your allies as you see fit (you may not use them yourself). The number is dependant on your mastery level.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Padawan-Your Resolve X 2</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Knight-Your Resolve X 3</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Master-Your Resolve X 4</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">You may make a roll with raises to gain more free raises to distribute more free raises. The TN is 5 X the number you are allowed already plus any raises you make. You may gain one Free raise to distribute per raise made. </span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">A Master who is completely devoted to the light-side may use the Padawan version without spending a Force die once per combat.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong>Force Heal (light-side);</strong></span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><strong></strong>Padawan- You may purge poison from your own body. Make a Wits+this knack roll, TN 15. Alternately, you may revive an unconscious ally by spending an action and making a Wits+this knack roll, TN 15. </span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Knight- You may spend a Force die, and make a Wit + this knack roll, TN 15, to heal a dramatic wound. You may make raises to heal additional Dramatic wounds. This requires one action.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px">Master- You may spend two force die, and make a Wits+this knack at a TN 35 to remove all dramatic wounds that a person has suffered. This requires 3 actions.</span></span></span></span></p><p><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"><span style="font-family: 'Fixedsys'"><span style="font-size: 10px"></span></span></span></span></p></blockquote><p></p>
[QUOTE="otomodave, post: 5566066, member: 6667236"] Here is the Jedi stuff, [B][U][SIZE=6]Jedi -40 points [/SIZE][/U][/B][U][SIZE=6][/size][/U][SIZE=6][/SIZE][FONT=Fixedsys][SIZE=2][FONT=Fixedsys][SIZE=2] Techniques-Force sensitive, Gain a number of force die that can be used just like drama dice, but do not turn into experience points at the end of the session. Padawan-2 force die Knight-4 force die Master-6 force die Force die may be added to rolls just like a drama die, or used to activate force powers. There are three types of force die; neutral, light-side, and dark-side. Neutral is the default rating of force die awarded due to this school. Light side die are awarded by the GM for heroic use of the force. Dark side die channel the power of the Jedi's hate and rage. At any time during a session, a player may declare that they are going to use the dark side. They are immediately granted a dark side die. The die must be used on the declared action and does not decrease the amount of force die currently in their pool. Unused force die are lost at the end of the session, although any awarded light side dice are converted to one XP point per die. Every light side or dark side die a player gains causes a light side or dark side point to be awarded. An opposing point first nullifies one point of its opposite, and then accumulates. For example, John has one dark side point. He is awarded a light side die. This gives him a light side point, but since he already has a dark side point they nullify each other and he is considered to have no points. If he then is awarded another light side point (and die), he would have one light side point above neutral. When a player accrues a number of dark side points equal to twice his resolve, then all of his force die are considered dark side die. Any light side die he is awarded is considered neutral (though he still gets the light side point). When a player accrues a number of dark side points equal to three times his resolve, he can no longer simply declare a dark side die, but must be awarded them for suitably evil acts. These still do not become XP. When a player accrues a number of dark side points equal to four times his resolve he is considered completely corrupted by the power of the dark side and becomes an NPC and probably a good villain for the GM to throw at the party. He may no longer accrue dark side points, although he may still be awarded dark side die. He also gains an extra 1k1 on use of dark side powers When a player accrues a number of light side points equal to twice his Resolve, all of his force die are considered light side die (although only those awarded to him by the GM convert to experience). If he wishes to use a dark-side power, he must declare for a dark side die. When a player accrues a number of light side points equal to four times his resolve, he is considered fully devoted to the light he may spend drama die as if they were force die and receives a free raise on all non-dark side power rolls. He may no longer accrue light side points, though he may still be awarded light side die. [B][U]Force Knacks; [/U][/B][U][/U]Force knacks are labeled as dark side, light side, or neutral. Light side powers may not be activated with dark-side dice. Dark side powers may only be activated with dark side dice. Mastery level; Padawan-1 Knight-2 Master-3 [B]Force Sense [/B]Padawan-you may add your ranks in this knack to the result of all Perception checks. Knight-you may spend a force die to make an active defense using this knack against attacks that do not normally allow active defenses, including surprise attacks. You must still use an action (held or interrupt). Master-You may add your ranks in this knack to the result of all checks to determine someone’s motives or disposition. Also, you may sense the presence (though not location or identity) of other force-sensitive persons within 10 miles. The GM will secretly make the roll (TN 15). [B]Force body/jump; [/B]Padawan-you may spend a force die to gain a number of free raises equal to you rank in this knack to any athletics knack checks you make for one round. Knight-you may spend a force die to gain a number of kept die equal to half of you ranks in this knack rounded down on any athletics checks you make for one round, replacing the benefit gained from the Padawan ability. Master-you may spend a force die to gain a number of kept dice equal to your rank in this knack on any athletics check you make for one round, replacing the benefit gained from the knight ability. [B]Force speed; [/B]Padawan-you may re-roll one initiative die each round. This is cumulative with the combat reflexes advantage. Knight-you may spend and roll any number of force points when rolling panache for initiative. Every force die added adds an action for the round on the action rolled. Master-you may spend one less action die (to a minimum of one) to make an interrupt action. [B]Force lightning (dark side); [/B]Padawan-you may spend a force die to make a force lightning attack. This is a 2k2 ranged attack that bypasses armor and gains a +5 to hit. The attack roll is made using either wits or resolve, whichever is higher, and this knack. Knight-the damage rating on your lightning is increased to 3k3. Master-you make affect additional targets with your lightning by making two raises per target. [B]Force Choke (dark side); [/B]You may spend a force die to make a force choke attack. To do this, you target one individual within 30 yards, plus 10 yards per mastery level, and make a contested wits plus force choke knack versus their resolve. If you succeed, they immediately begin losing resolve as per the drowning rules. You may hold the choke for a number of rounds equal to half of you ranks in this knack rounded up and your mastery level, plus one for every raise made on the roll. They take no actions while held in the choke. If you are distracted during the choke, such as by an attack, you must make a resolve+force choke check vs either the damage roll you took or a number set by the GM or immediately lose the choke. Resolve lost in this manner is restored at 1 point per round. Brutes are automatically knocked out. [B]Force shove; [/B]You may spend a force die to make a wave of force. Roll wits+force shove knack vs. the target brawn. If successful, the target is knocked prone and is knocked back 5 feet times your mastery level. This may affect all targets in an area equal to 5 feet times your mastery level. [B]Telekinesis; [/B]You may spend a force point to manipulate objects at a distance. If any roll is required, it will use wits+your ranks in this knack (unless the GM decides it takes another trait). The amount of weight you can manipulate is dependant on you mastery level and ranks in this knack as follows; Padawan-10lbs x your rank in this knack in pounds. Knight-1000lbs x your rank in this knack in pounds. Master-10,000lbs your rank in this knack in pounds. You may use the Padawan version of this knack without spending a force point. Multiple Jedi may combine to use this power. In this case one jedi is considered to be the focal point of the power and uses his wits+knack for the roll, plus 10 for every Jedi involved. The sum of all telekinesis knack ranks from all participating Jedi involve is used to determine moveable weight according to the mastery level of the lead jedi. You may spend extra force die to increase your weight limit by a multiple equal to the number of dice spent. So, for instance, if you spend 2 force die, it is multiplied by two, and if you spend 3 it is multiplied by 3, and so on. [B]Jedi trance; [/B]You may enter a jedi trance, where you need not eat or breathe. You may survive hostile environments, such as extreme cold, extreme hot, or even vacuum, but not extreme cases like being immersed in lava or acid. To do this you must make a resolve trance knack roll vs. a target number of 15 plus any modifiers. You may sustain this trance for a period determined by your mastery level as follows; Padawan-rank in this knack in days. Knight-rank in this knack in weeks. Master-rank in this knack in years. [B] Mind Trick; [/B]You may affect the weak-Minded Padawan-You may stun a target. Make a contested roll (Wits+this knack versus target's Resolve). They will lose a number of actions equal to your Wits. You may make raises for extra actions. Knight-This is the classic Jedi Mind Trick. You may make an opposed roll of you Wits+this Knack versus target's Resolve. If successful you may make a simple suggestion (GM permitting) which they will follow. If the suggestion is immediately hazardous to the target, or grossly out of their character, they may gain free raises as deemed by the GM. Master-You may completely dominate an individual. Make the same opposed roll as above. The target gains one free raise. The duration is equal to your Wits in rounds. At the end of this duration, you may attempt to continue the domination, regardless of range, by making the opposed roll again. Anytime you force the person to do something immediately hazardous, they may attempt the opposed roll again, with an additional free raise, to throw off the effect. [B]Force Inspire (light-side); [/B]You may inspire others to perform better through the force. You may give your force die to others to use as drama dice. You may spend a force die to gain a number of free raises that may be distributed amongst your allies as you see fit (you may not use them yourself). The number is dependant on your mastery level. Padawan-Your Resolve X 2 Knight-Your Resolve X 3 Master-Your Resolve X 4 You may make a roll with raises to gain more free raises to distribute more free raises. The TN is 5 X the number you are allowed already plus any raises you make. You may gain one Free raise to distribute per raise made. A Master who is completely devoted to the light-side may use the Padawan version without spending a Force die once per combat. [B]Force Heal (light-side); [/B]Padawan- You may purge poison from your own body. Make a Wits+this knack roll, TN 15. Alternately, you may revive an unconscious ally by spending an action and making a Wits+this knack roll, TN 15. Knight- You may spend a Force die, and make a Wit + this knack roll, TN 15, to heal a dramatic wound. You may make raises to heal additional Dramatic wounds. This requires one action. Master- You may spend two force die, and make a Wits+this knack at a TN 35 to remove all dramatic wounds that a person has suffered. This requires 3 actions. [/SIZE][/FONT][/SIZE][/FONT] [/QUOTE]
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