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[recruiting] Star Wars, All Jedi Adventure
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<blockquote data-quote="The Grackle" data-source="post: 3434746" data-attributes="member: 23976"><p><em>Making characters will be pretty simple. I’ve already cooked up all the Jedi powers, so all you gotta do is spend your points where you want ‘em. That means you’ll all be pretty similar, what with the TK and the deflecting energy blasts -- but that’s Jedi for ya. For sure, personality will have to define your characters more than Force powers. Think personality, background, planet/sector of origin, philosophy, Darkside tendencies, etc. etc. You know the drill. Also come up w/the Jedi Knight you’re apprenticed to, b/c your teacher and training will be pretty influential. </em></p><p><em></em></p><p><em>I would like </em>almost<em> everyone to be human, so only 1 or 2 aliens in the party. (Aliens are less special if everybody gets to be one.) Aliens will have a few minor powers/drawbacks and different maximum abilities. I’m not going to write up a big list ahead of time, instead I’ll figure it out after people decide what they want to be. Most aliens are just midgets or people w/rubber heads anyway. Check here:</em></p><p><a href="http://en.wikipedia.org/wiki/List_of_Star_Wars_Races#Melodies" target="_blank">http://en.wikipedia.org/wiki/List_of_Star_Wars_Races#Melodies</a></p><p></p><p><strong>Character Creation Guide: </strong></p><p>All player characters are PL7 padawans w/115pp. </p><p></p><p><strong>Attack and Defense: </strong></p><p>Trade-offs are already set for maximum bonuses:</p><p>Attack: +7</p><p>Damage: +7*</p><p>Defense: +9</p><p>Toughness: +5 </p><p>*can be broken by equipment.</p><p></p><p><strong>Abilities: </strong></p><p>Maximum Abilities for human Jedi:</p><p>STR 20</p><p>DEX 20/34enhanced</p><p>CON 20</p><p>INT 20</p><p>WIS* 20/34enhanced</p><p>CHA 20</p><p>*A Jedi needs a minimum WIS of 16.</p><p></p><p><strong>Saves:</strong> </p><p>Maximum +12</p><p></p><p><strong>Skills: </strong></p><p>Max 12 ranks. Everyone should spend at least 10pp on skills. </p><p></p><p>New Skills: </p><p>Knowledge: Galactic Geography</p><p>Knowledge: races/aliens</p><p>Knowledge: ships/military </p><p>Force Perception: Wis, trained, no specialty, free or full action, take 10</p><p>A notice roll for Force stuff. </p><p><em>Technically unnecessary, but I’d prefer a split between noticing mundane things and sensing mystical disturbances in the Force. Works for sensing how strong someone’s connection to the Force is, feeling Force Powers used nearby, and detecting exploding planets. </em></p><p></p><p><strong>Feats: </strong></p><p>All Padawans must take the following feats:</p><p>Benefit (status): Jedi</p><p>Blind Fight</p><p>Defensive Attack</p><p>Improved Blind Fight*</p><p>Trance</p><p></p><p>*New feats:</p><p>Improved Blindfight: Ignore all penalties from blindness, but concealment still applies. </p><p>Throw Lightsaber: Range increment of twenty feet. You have to TK it back though. </p><p>Deflective Attack: Subtract up to 5 from your attack and add it to your deflection power. </p><p></p><p>For help w/feat selection, here’s a link to Jedi fighting styles:</p><p><a href="http://en.wikipedia.org/wiki/Lightsaber_combat#The_seven_forms_of_lightsaber_combat" target="_blank">http://en.wikipedia.org/wiki/Lightsaber_combat#The_seven_forms_of_lightsaber_combat</a></p><p></p><p><strong>Powers: </strong></p><p><em>Some stuff I’ve left out as too advanced for beginners (force lightening) and other ‘powers’ are just plot devices (dreams about your girlfriend dying) that no one should actually have to pay for. Because M&M is a superhero game, I’ve set some lower caps on a few super powers. For example, a rank 7 leap would mean you could do a standing high jump of 500 feet. That’s a bit much. Powers from being an alien, if any, I’ll list separately.</em></p><p></p><p>“Force Jump” costs 1pp/rank, min3, max3</p><p>[sblock]</p><p>Leap: 1pp/rank</p><p><em>3ranks=X10 leap distance</em></p><p>[/sblock]</p><p>“Force Sensitive” 1pp/rank, min2, max2</p><p>[sblock]</p><p>Super Senses:</p><p>Force Sense, 1rank</p><p>Danger sense, 1rank</p><p>[/sblock]</p><p> “Force Speed” costs 1pp/rank, min0, max2</p><p>[sblock]</p><p>speed: 1pp/rank, 0min, 2max</p><p><em>1rank=10mph, 2ranks=25mph.</em> </p><p>[/sblock]</p><p>“Jedi Mind Trick” 1pp/3ranks+2pp, min0, max7</p><p>[sblock]</p><p>Mind Control: 1pp/3rank</p><p>Extra: conscious, +1 </p><p>Flaw: range; ranged, -1</p><p>Flaw: limited; non-combat only, -1</p><p>Flaw: limited; minions only, -1</p><p>Flaw: limited; suggestion not command, -1</p><p>Power Feat: subtle, 1pp</p><p>Power Feat: split attack, 1pp</p><p>[/sblock]</p><p>“Light Saber Defense” 2pp/rank+1pp, min7, max7</p><p>[sblock]</p><p>Deflection (energy attacks): 2pp/rank,</p><p>Extra: action; reaction, +2</p><p>Power Feat: You can reflect and redirect energy blasts when using total defense, +1</p><p>Flaw: limited; requires lightsaber, -1</p><p><em>I set the minimum at the full 7 ranks, b/c it’s such an important power. Basically, it gives everybody two defense rolls, which is important b/c toughness rolls will be REAL hard to make against lightsaber hits. Note that it only works against energy weapons (blasters and lightsabers) and not against punches, TKed boulders, or Rancor grabs. If you really want to, you could lower it 1 or 2 points, but I wouldn’t recommend it. No, sir. </em> </p><p>[/sblock]</p><p>“Telekinesis” costs 2pp/rank -1pp, min1, max 5</p><p>[sblock]</p><p>Telekinesis: 2pp/rank, min1, max5</p><p>Drawback: no grapple, -2pp</p><p>Power Feat: alternate power, 1pp</p><p> Trip: 2pp/rank</p><p> Extra: Knockback, +1</p><p>[/sblock]</p><p>“Unarmed Fighting” 1pp/rank +1pp, 0min, 7max</p><p>[sblock]</p><p>Strike: 1pp/rank</p><p>Power feat: mighty, 1pp</p><p><em>Strike+Str bonus can’t be higher than 7</em></p><p>[/sblock]</p><p></p><p><strong>Complications/Drawbacks: </strong></p><p>Generally Padawans shouldn’t have any social ties, other duties, or serious psychological problems.</p><p>All Jedi have the complication: Jedi Code </p><p>All Jedi have the complication: Lure of the Darkside. </p><p>Some alien races might have drawbacks.</p><p></p><p><strong>Equipment:</strong> 1pp buys 5pp of equipment </p><p>Everybody starts w/free lightsabers.</p><p>Commlink, 1pp</p><p>Binoculars, 1pp</p><p>Breather/gasmask, 1pp </p><p>Grapple launcher, 1pp </p><p>(Magnetic, adhesive, or spiked tip)</p><p>Tool kit, 1pp</p><p>Datapad, 1pp</p><p>(Mini-comp/datalink)</p><p>Holo-recorder, 1pp</p><p>Glow Rod, 1pp</p><p>Survival kit, 1pp</p><p>(+4 survival checks, includes weeks of food capsules)</p><p>Medical kit, 1pp</p><p></p><p>Leather Jacket, 1pp</p><p><em>toughness +1 </em></p><p>Flight Armor, 2pp</p><p><em>Toughness + 2</em></p><p></p><p>Blaster, 8pp</p><p>Heavy Blaster, 10pp</p><p>Knife, 3pp</p><p></p><p>Droids are sidekicks. 1pp = 5pp for construct character. PL5</p><p></p><p>& The Light Saber, 0pp</p><p>[sblock]</p><p>Device (easy to lose):</p><p>Corrosion: 8 ranks</p><p>Extra: linked power</p><p> Transform: 8 ranks (sever limbs)</p><p> Flaw: range; touch, -1</p><p> Flaw: unreliable; triggers on crits only, -2</p><p> Extra: duration; instantaneous, +2</p><p> Extra: alternate save; Reflex</p><p>Drawback: doesn’t work in water, -.5pp</p><p>Drawback: full power, -1pp</p><p>Drawback: noticeable; light and sound, -1pp</p><p>Powerfeat: difficult to attack, +4 Def DC, 1pp</p><p>Drawback: Tough Drain doesn’t work vs. rare materials. </p><p><em>I thought this was a pretty straightforward way to make a lightsaber. Transform is an expensive way to get the sharpness/vorpal qualities, but since no one’s paying pp for them, it doesn’t matter too much. If you use Jar’Kai or a lightstaff, you start out with an extra saber. Dual-wielding lightsabers or using a lightstaff requires ambidexterity to use, but gives no other benefit.</em></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="The Grackle, post: 3434746, member: 23976"] [i]Making characters will be pretty simple. I’ve already cooked up all the Jedi powers, so all you gotta do is spend your points where you want ‘em. That means you’ll all be pretty similar, what with the TK and the deflecting energy blasts -- but that’s Jedi for ya. For sure, personality will have to define your characters more than Force powers. Think personality, background, planet/sector of origin, philosophy, Darkside tendencies, etc. etc. You know the drill. Also come up w/the Jedi Knight you’re apprenticed to, b/c your teacher and training will be pretty influential. I would like [/i]almost[i] everyone to be human, so only 1 or 2 aliens in the party. (Aliens are less special if everybody gets to be one.) Aliens will have a few minor powers/drawbacks and different maximum abilities. I’m not going to write up a big list ahead of time, instead I’ll figure it out after people decide what they want to be. Most aliens are just midgets or people w/rubber heads anyway. Check here:[/i] [url]http://en.wikipedia.org/wiki/List_of_Star_Wars_Races#Melodies[/url] [b]Character Creation Guide: [/b] All player characters are PL7 padawans w/115pp. [b]Attack and Defense: [/b] Trade-offs are already set for maximum bonuses: Attack: +7 Damage: +7* Defense: +9 Toughness: +5 *can be broken by equipment. [b]Abilities: [/b] Maximum Abilities for human Jedi: STR 20 DEX 20/34enhanced CON 20 INT 20 WIS* 20/34enhanced CHA 20 *A Jedi needs a minimum WIS of 16. [b]Saves:[/b] Maximum +12 [b]Skills: [/b] Max 12 ranks. Everyone should spend at least 10pp on skills. New Skills: Knowledge: Galactic Geography Knowledge: races/aliens Knowledge: ships/military Force Perception: Wis, trained, no specialty, free or full action, take 10 A notice roll for Force stuff. [i]Technically unnecessary, but I’d prefer a split between noticing mundane things and sensing mystical disturbances in the Force. Works for sensing how strong someone’s connection to the Force is, feeling Force Powers used nearby, and detecting exploding planets. [/i] [b]Feats: [/b] All Padawans must take the following feats: Benefit (status): Jedi Blind Fight Defensive Attack Improved Blind Fight* Trance *New feats: Improved Blindfight: Ignore all penalties from blindness, but concealment still applies. Throw Lightsaber: Range increment of twenty feet. You have to TK it back though. Deflective Attack: Subtract up to 5 from your attack and add it to your deflection power. For help w/feat selection, here’s a link to Jedi fighting styles: [url]http://en.wikipedia.org/wiki/Lightsaber_combat#The_seven_forms_of_lightsaber_combat[/url] [b]Powers: [/b] [i]Some stuff I’ve left out as too advanced for beginners (force lightening) and other ‘powers’ are just plot devices (dreams about your girlfriend dying) that no one should actually have to pay for. Because M&M is a superhero game, I’ve set some lower caps on a few super powers. For example, a rank 7 leap would mean you could do a standing high jump of 500 feet. That’s a bit much. Powers from being an alien, if any, I’ll list separately.[/i] “Force Jump” costs 1pp/rank, min3, max3 [sblock] Leap: 1pp/rank [i]3ranks=X10 leap distance[/i] [/sblock] “Force Sensitive” 1pp/rank, min2, max2 [sblock] Super Senses: Force Sense, 1rank Danger sense, 1rank [/sblock] “Force Speed” costs 1pp/rank, min0, max2 [sblock] speed: 1pp/rank, 0min, 2max [i]1rank=10mph, 2ranks=25mph.[/i] [/sblock] “Jedi Mind Trick” 1pp/3ranks+2pp, min0, max7 [sblock] Mind Control: 1pp/3rank Extra: conscious, +1 Flaw: range; ranged, -1 Flaw: limited; non-combat only, -1 Flaw: limited; minions only, -1 Flaw: limited; suggestion not command, -1 Power Feat: subtle, 1pp Power Feat: split attack, 1pp [/sblock] “Light Saber Defense” 2pp/rank+1pp, min7, max7 [sblock] Deflection (energy attacks): 2pp/rank, Extra: action; reaction, +2 Power Feat: You can reflect and redirect energy blasts when using total defense, +1 Flaw: limited; requires lightsaber, -1 [i]I set the minimum at the full 7 ranks, b/c it’s such an important power. Basically, it gives everybody two defense rolls, which is important b/c toughness rolls will be REAL hard to make against lightsaber hits. Note that it only works against energy weapons (blasters and lightsabers) and not against punches, TKed boulders, or Rancor grabs. If you really want to, you could lower it 1 or 2 points, but I wouldn’t recommend it. No, sir. [/i] [/sblock] “Telekinesis” costs 2pp/rank -1pp, min1, max 5 [sblock] Telekinesis: 2pp/rank, min1, max5 Drawback: no grapple, -2pp Power Feat: alternate power, 1pp Trip: 2pp/rank Extra: Knockback, +1 [/sblock] “Unarmed Fighting” 1pp/rank +1pp, 0min, 7max [sblock] Strike: 1pp/rank Power feat: mighty, 1pp [i]Strike+Str bonus can’t be higher than 7[/i] [/sblock] [b]Complications/Drawbacks: [/b] Generally Padawans shouldn’t have any social ties, other duties, or serious psychological problems. All Jedi have the complication: Jedi Code All Jedi have the complication: Lure of the Darkside. Some alien races might have drawbacks. [b]Equipment:[/b] 1pp buys 5pp of equipment Everybody starts w/free lightsabers. Commlink, 1pp Binoculars, 1pp Breather/gasmask, 1pp Grapple launcher, 1pp (Magnetic, adhesive, or spiked tip) Tool kit, 1pp Datapad, 1pp (Mini-comp/datalink) Holo-recorder, 1pp Glow Rod, 1pp Survival kit, 1pp (+4 survival checks, includes weeks of food capsules) Medical kit, 1pp Leather Jacket, 1pp [i]toughness +1 [/i] Flight Armor, 2pp [i]Toughness + 2[/i] Blaster, 8pp Heavy Blaster, 10pp Knife, 3pp Droids are sidekicks. 1pp = 5pp for construct character. PL5 & The Light Saber, 0pp [sblock] Device (easy to lose): Corrosion: 8 ranks Extra: linked power Transform: 8 ranks (sever limbs) Flaw: range; touch, -1 Flaw: unreliable; triggers on crits only, -2 Extra: duration; instantaneous, +2 Extra: alternate save; Reflex Drawback: doesn’t work in water, -.5pp Drawback: full power, -1pp Drawback: noticeable; light and sound, -1pp Powerfeat: difficult to attack, +4 Def DC, 1pp Drawback: Tough Drain doesn’t work vs. rare materials. [i]I thought this was a pretty straightforward way to make a lightsaber. Transform is an expensive way to get the sharpness/vorpal qualities, but since no one’s paying pp for them, it doesn’t matter too much. If you use Jar’Kai or a lightstaff, you start out with an extra saber. Dual-wielding lightsabers or using a lightstaff requires ambidexterity to use, but gives no other benefit.[/i] [/sblock] [/QUOTE]
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