The Jedi Handbook
Everything you ever wanted to know about Jedi but were too lazy to look up.
This file has been read 1045 times since April 29, 1997.
Version 1.1
Written and Edited by David Barnhart
Table of Contents:
Introduction
What’s New?
Part I: Frequently Asked Questions
Part II: The Dark Side
Part III: The Rules
Part IV: The Jedi Academy
Part V: The Characters
Part VI: The Path of Baadu
Part VII: Teepo Paladins: Quick Draw Jedi
Part VIII: Monks of Shimura
Part IX: The Weapons of a Jedi
Part X: Lightsaber Dueling
Part XI: Adventure Ideas
Part XII: The Powers
Appendix I: Relationship/Proximity Charts
Appendix II: Time Line
Appendix III: Artifacts
Appendix IV: Random Lightsaber Tables
Appendix V: Teepo Blaster Misfire Tables
Appendix VI: Known Force Users
Appendix VII: Blank Character Background Sheet
Appendix VIII: Blank Character Sheet
Appendix IX: Suggested Attribute Die Codes for Beginning Jedi
Appendix X: The Credits
Introduction
Since the birth of the Galactic Republic, the Jedi Knights upheld the peace. From system to system, grand Jedi Praxeums were established to train potential Jedi in the ways of the Force. For twenty-five thousand years the Knighthood functioned as explorers, educators, and enforcers of justice. Through their strong connection to the Force, they were capable of amazing feats of mind and body. This handbook is a collection of various works by numerous people (mostly from the Star Wars role-playing Game Mailing List) as well as a quick and easy reference tool to help in the design and play of Jedi in Star Wars RPG. The contents of this handbook are in no way meant as a substitute for buying the books; instead, it is an alternate way of looking at the rules and a quicker way to find information than fumbling through several hardbacks.
All the information in this booklet (Version 1.0d) has been adapted for my own games. An "at symbol" (@) is used throughout the text to indicate a, usually drastic, change in the rules published by West End Games. If you don’t like the changes, simply don’t use them. For those who really dislike the changes, don’t worry. I’ll soon release Version 2.0, which will be "by the book."
Any gripes, flames, opinions, objections, compliments, questions, and (most importantly) contributions for the next edition should be e-mailed to Dave Barnhart at
Dbarnhar@vt.edu.
What’s New?
Changes since Version 1.0 include:
Expanded FAQ
Part VI: The Path of Baadu
Part VII: Teepo Paladins: Quick Draw Jedi
Tricks of the Trade: Dual Blasters
Part VIII: Monks of Shimura
Part IX: The Weapons of the Jedi
Lightsaber Construction/Modification
Part X: Lightsaber Dueling
Appendix IV: Random Lightsaber Tables
Appendix V: Teepo Blaster Misfire Tables
Appendix IX: Suggested Attribute Die Codes for Beginning Jedi
Revised Jedi Disciplines
Revised and Expanded Power Index
Force Powers: The Cleansing, Radar Sense, Blaster Combat, Dark Side Dissipation, Force Explosive, Cognitive Trance, Lightwhip Combat, Lightboomerang Combat, Daisho Combat, Share Senses, Resonate Material, Ka, Empower Self, Empower Weapon, FAZOOK, Anger, Calculate, Calm, Sense Disturbance, Sense Force Strength, Track Hyperspace Trail, Project Force, and Precipitate.
Part I: Frequently Asked Questions
1) Can a non Force-Sensitive character receive Dark Side Points?
Yes, but only through using a Force Point to commit evil.
2) Can a non Force-Sensitive character "Call Upon the Dark Side?"
@ No. In order to call upon the Dark Side the character must have a strong connection to it (i.e. Force-Sensitive). The Dark Side simply ignores those who are not gifted.
3) Can a non force-sensitive character ever become force-sensitive?
Yes, but at the cost of 20 character points and a reasonable explanation why.
4) If I am force-sensitive, do I have to be a Jedi?
No.
5) What’s the use of being force-sensitive if I’m not a Jedi?
Well on the good side you start with 2 Force Points, instead of 1, and you have the option of later learning Jedi Powers. On the bad side, you feel the full effect of the Force just like a Jedi and will receive Dark Side Points just like one (even if you’ve never heard of the "Jedi Code").
6) Why do powers like Electronic Manipulation grant Dark Side Points even when used for good?
When it comes to the Force, the ends do not justify the means. Certain powers like Electronic Manipulation, Telekinetic Kill, and Force Wind all may be used for good, but hate, anger, or aggression (i.e. the Dark Side) must fuel them. Using hate, anger, or aggression with the Force is darkness through action (see Part II: The Dark Side).
7) I don’t get it. Why can’t I use Electronic Manipulation while at a state of calm?
Here’s a cheesy answer . . . because the power’s description says so. If you were to use the Force to restore a computer’s original programming while at a state of calm you would not be using Electronic Manipulation. You would be using a similar power which requires a calm state of mind; CyberLocke perhaps. If a Jedi wished to be able to manipulate programming while both angered and calm he would either A) have to learn both powers or B) have to "stretch" one of the powers as described in the rules section. Look at Emptiness and Rage. They essentially have the same effect but one is Light and the other is Dark.
8) The Rulebook mentions receiving a Dark Side Point whenever a Jedi uses the Force to take a life. Does this mean that I get one whenever I add Control to my Damage dice as per Lightsaber Combat?
It depends. If a Jedi attacks in defense, of himself or another, than no. If the Jedi struck out of anger, was filled with aggression, or the use was "unjustifiable violence," then yes. See Part II: The Dark Side for more details.
9) This Handbook makes several mentions to a Star Wars RPG Mailing List. How do I join?
To Subscribe to the SW-RPG list send e-mail to:
listserv@listserv.aol.com with a blank Subject line. In the body of the letter type: SUBSCRIBE SW-RPG. Do not include a signature or any other information.
10) Where are the World Wide Web can I find more information about Jedi and the SW-RPG?
The ULTIMATE Dark Jedi Site is:
http://members.gnn.com/RBKugel/page-1.htm
Part II: @ The Dark Side
Gaining Dark Side Points:
There are three ways a Force-Sensitive character may gain Dark Side Points: Through Action, Inaction & Calling upon the Dark Side.
Action:
Anytime a Jedi knowingly and willfully breaks the Jedi Code he gains a Dark Side Point. This includes any use of unjustified violence and justifiable violence fueled by hate or anger. It is the GM’s duty to decide what is and is not "justifiable violence." A good guideline is any act that makes you say, "Damn, that’s cold!" is unjustifiable.
Example: A Jedi uses Telekinesis to suspend a target off the ground (thus taking away its chance to dodge) while other PCs gun him down. This is unjustifiable.... cool, but still unjustifiable.
A Jedi receives a Dark Side Point this way through using "Dark Side" powers (Inflict Pain, Telekinetic Kill, Force Lightning, etc.). Any character that uses a Force Point for evil also gains a Dark Side Point in this manner.
Inaction:
Also known as "Evil by Association," this is when a Jedi sits idly by while an act of evil is committed, or passes on an opportunity to bring justice to an evil doer. When a Force-Sensitive character is around those who choose to do evil, he must intervene or gain a Dark Side Point. Failure to do so allows the Dark Side to strengthen its grip on the character through his feelings of guilt and doubt.
Calling upon the Dark Side:
When a Jedi’s back is in the corner he may attempt to gain a Force Point by opening himself to the influences of the Dark Side. Through selling his soul the Jedi gains a Force Point (which must be spent that round) and an accompanying Dark Side Point (Whether the attempt is successful or not). It is easy to call upon the Dark Side, especially when angry, at first. The first time a character calls upon the Dark Side, the difficulty is Easy. If the actions are not intended to bring harm or pain to other beings, increase the difficulty by two levels. The difficulty raises by 3 points each additional time the character calls upon the Dark Side. The character rolls his Control versus the difficulty number to determine whether or not he is successful. Luke Skywalker gains a Dark Side Point in this manner during the climatic battle scene in RotJ.
The Effect of Dark Side Points:
The consequences of gaining a Dark Side Point differ according to how a Jedi obtained them. If a Force user gets a Dark Side Point from his actions it is due to the temptations to commit further violence. This also opens up new, easier ways of contacting the Force, so the character receives a +1D bonus to all Force Skills. Example: A Jedi uses Lightsaber Combat and strikes out in anger. He gains a Dark Side Point for the action but realizes he is a better combatant when angry. He now receives a +1D bonus until he A) Wishes to atone or B) realizes that his actions are leading him down the dark path and refuses the bonuses.
If a Dark Side Point is due to his inaction, it is due to his fear and guilt. Since these emotions weaken, instead of strengthen, the character does not receive any bonuses to his Force Skills.
Calling Upon the Dark Side, in addition to the one Force Point already awarded, gives a +2D Bonus to all Force Skills starting the round after the Force Point is spent. After calling upon the Dark Side the character will feel a rush of power remain.
The character may not immediately realize that the added power is something that shouldn’t be used, so every time the character successfully uses a Sense power, while using the extra bonuses, the GM rolls a d6. If the roll is greater than the number of dark Side Points the character has, the character senses that something is wrong with his or her connection with the Force. Using the Sense Path power will immediately reveal the influence of the Dark Side, and the danger of using the bonuses, although it may do so in a cryptic manner.
Once Dark Side Points have been atoned for, and even if the Jedi does not atone, the bonuses last only for as long as the Jedi is in the Light. The moment the Jedi turns to the Dark Side, the bonuses are lost. The Dark Side, having snared the Jedi in its power, takes back its favors. However, bonuses gained from calling upon the Dark Side may remain after turning as a reward for actively seeking out the Dark Side (see below).
Turning to the Dark Side:
A character may not be turned to the Dark Side until he reaches 6 Dark Side Points. Up until that time a character is "safe," but the Dark Side influences his actions. Whenever a character with Dark Side Points is in a position where he may commit evil, the GM rolls a d6 and if that number is less than or equal to the number of Dark Side Points then the Dark Side demands some action for the Jedi to perform.
When a character has 1 to 3 Dark Side Points, they are tempted to commit actions that involve the immediate situation. For example, if an enemy was subdued, the Jedi fighting him may be tempted to kill the villain, even though he has surrendered. To resist this temptation, a Force Sensitive character must make an opposing roll of Willpower, or PER, vs. the GM’s roll of one die for each Dark Side Point the character possesses. Therefore, if the character had 3 Dark Side Points, then the GM would roll 3D. Non-Force Sensitives add their Willpower and PER die codes together (with only one wild die) for their roll to resist, since they are not affected by the Dark Side as much. If the character succeeds, they resist the tempting voice of the Dark Side, and may act normally, but if they fail, the character must perform that action. As an example of such an action, the character is contemplating throwing a grenade into a bunch of Stormtroopers, even though there are some innocents around. If he failed his Willpower roll, he would throw the grenade, thus having the possibility of injuring some innocent people.
When the character has 4 or 5 Dark Side Points, their temptations turn to causing unnecessary harm and destruction, or initiating unprovoked attacks. The character is still entitled to a Willpower/PER opposed roll, as above. If they succeed in the roll, then they may act normally, but the Dark Side enacts a punishment, according to the following table.
|
PC rolls > GM roll by |
character loses |
|
0-5 |
1 Force Point (or Character Point’s equal to # of Dark Side Points x3) |
|
6-10 |
Character points equal to # of Dark Side Points x2 |
|
11-15 |
Character points equal to # of Dark Side Points |
|
16+ |
Character points equal to # of Dark Side Points x.5 (round up) |
- If the character is unable to pay off the cost he must "take" 1D from the attribute or Force Skill of his choice. Naturally, all skills based on that attribute will be reduced also. If any attribute ever reaches 0D, the Dark Side consumes the character and they die.
If the roll fails, then the character must perform the dictated action, which is usually a direct attack. If the Willpower/PER roll wild die comes up as 1, then the Jedi will actually use the Force in their attack, if it is appropriate, but will not earn another Dark Side Point, since they were not in control of their actions. This may seem cruel, but by this point, the character has obviously made the choice that they don’t care about turning to the Dark Side, or is actually seeking it out, so the Dark Side begins treating them appropriately. Note: that if the player character does not attempt to resist the call of the Dark Side, and performs the dictated action willingly, they automatically gain another Dark Side Point.
Given the three ways of gaining Dark Side Points, there are an equal number of ways to "Turn to the Dark Side", and again, each carries with it, certain consequences (a character turns to the Dark Side upon receiving his seventh Dark Side Point). To decide how a Jedi has turned to the Dark Side, keep track of how he or she has received Dark Side Points, and the majority rules. So, if 3 of the Dark Side Points a Jedi received before turning were from her actions, 2 were from her inaction and the last was from Calling upon the Dark Side, then she is Seduced to the Dark Side.
When a character embraces the Dark Side, they have received most of their Dark Side Points from Calling upon the Dark Side. They get to keep 1D of the +2D bonus dice they received from each Dark Side Point acquired from Calling Upon the Dark Side, and +1 pip from the 1D bonus for Dark Side Point received through their actions. These characters are the favored of the Dark Side. Emperor Palpatine is a perfect example of this kind of character.
When a character is seduced to the Dark Side (Darkness through action), they lose all bonuses except for +1 pip for each Dark Side Point received (except those from their inaction). Anakin Skywalker turned to the Dark Side in this fashion.
Those who are Consumed by the Dark Side (Darkness through inaction) loose all bonuses received from Dark Side Points, and their Force skills are frozen at the level they were at when they turned. These characters are usually obsessed with their past inaction, and their guilt rules their lives. They will not usually act to correct their wrongs, but withdraw to brood about their failures. Many of these unfortunates go insane from their guilt.
Characters who have turned to the Dark Side only gain Force Points when they use a Force Point for evil, as in the rulebook, but we believe that they should still gain character points in the usual manner, since even those on the Dark Side should be able to improve their skills and abilities. How else would you have a villain, or character who has turned to the Dark Side, improve themselves, so that they can return to plague the player characters?
Returning to the Light
In the Star Wars stories, we have seen three examples where someone who had succumb to the Dark Side was redeemed to the light: Darth Vader at the end of Return of the Jedi, Luke in the Dark Empire series, and Ulic in the Tales of the Jedi series by Dark Horse Comics.
The Star Wars rpg rules have a contingency for returning characters to the light, but in my experience it has left many people confused. The rule states,
"When a Jedi of the Light Side confronts a character of the Dark Side, mention of the fact that the Light Side is more powerful than the Dark Side will cause the Dark Side character to have a Moment of Doubt. The character loses a number of Dark Side Points equal to the number of dice that the Light Side character has in his control skill plus 1D. If the character is reduced to zero Dark Side Points, the character has been redeemed to the Light Side of the Force." pg. 58
This rule is a good one, but it needs some clarification, otherwise, most adventures would end with the following exchange,
Jedi: "Hey, did you know that the Light Side is stronger than the Dark Side?"
Dark Sider: "Really? Wow! I guess you are right...I feel much better now."
The only changes that should be made to this rule is that the character only need drop below 6 Dark Side Points to be redeemed, and must atone for the rest in the usual manner, and that a Jedi of the Light Side cannot just say to the Dark Side character that the Light Side is stronger, they must prove it. If the Jedi can show the Dark Sider that the Light Side offers more strength, the situation forces the Dark Sider to have their moment of doubt. Luke’s strength in the Force, and his convictions to remain in the Light caused Vader to have his "Moment of Doubt" several times during the Empire Strikes Back and Return of the Jedi. Although he did talk to his father, and try to convince him to return to the Light, he made no mention of the Light Side being the stronger side of the Force.
Force users who have been Seduced to the Dark Side lose a number of Dark Side Points as per the rulebook. Those who have been consumed by the Dark Side are much easier to turn back. Since their guilt is what caused them to turn in the first place, helping them to resolve their guilt or to set things right, in an acceptable, justifiable manner, will reduce the character’s number of Dark Side Points to 6. He may not return to the Light until he spends a Force Point in a selfless manner at the dramatically appropriate moment, which he probably had to do to resolve his guilt.
Those who have embraced the Dark Side are the hardest to turn back to the Light. The number of Dark Side Points they lose, for each "Moment of Doubt", is reduced by a number equal to twice the number of Dark Side Points they received through Calling Upon the Dark Side (which would be either 4, 5 or 6...for Palpatine it would most likely be 6).
Returning to the Light Side of the Force is not an easy task though, once the Dark Side user drops below 6 Dark Side Points, the Dark Side enacts its revenge by taking all of the character’s Force Points and character points.
Regardless of how a character was turned, he may not drop below 6 Dark Side Points and re-enter the Light until he proves his commitment to the Light by spending a Force Point in a selfless manner at the dramatically appropriate time (and does not gain the usual two Force Points at the end of the adventure).
If a character turns to the Dark Side a second time, he loses 1D from the attribute or Force Skill of the player’s choosing.
The entire purpose of this system is to give the player a sense of what the Dark Side is going to do to his or her character. Just rolling the d6 and taking the character away isn’t entirely fair. We don’t believe in dictating to a player what they can and cannot do, and telling a player that what they are going to do will earn them a Dark Side Point seems, well...pointless. Players are usually very aware of what their character is doing, and what the consequences will be. Luke did not have some voice-out-of-nowhere tell him that what he was doing was wrong, so the characters really shouldn’t be afforded that luxury. This system gives a player ample warning of what is to come for their character, and allows them the opportunity to redeem the character before it is too late. It also makes for wonderful role-playing possibilities.
Part III: The Rules
Using Force Points:
Force Points are the manifestation of the Force in the form of a character’s determination and luck. Anyone may spend Force Points. When a Jedi uses one he actively seeks out the Force to give him strength in a moment of crisis. When other, more skeptical, characters use Force Points they pass it off as skill, talent a guardian angel or luck.
When a player spends a Force Point (and he may only spend one per round) all skill, attribute and special ability (like Force Skills) die codes double for the rest of that round. Any die codes not part of the individual (blaster damage, cybernetic implants, ship hull codes, maneuverability, etc.) remain the same. The only exception occurs when a Jedi uses CyberLocke (see New Force Powers). A Jedi who successfully uses CyberLocke in the same round as a Force Point loses 1D for activating a Force Power but all die codes for cybernetic limbs/implants are doubled. This does not effect an implant which could not be manipulated by will or has an external affect (i.e., the Strength of a 5D cybernetic arm becomes 10D for lifting but a 4D finger blaster still only does 4D damage).
Since a character is focusing everything he has into the use of the Force Point, the character can not spend any Character Points that round.
When determining the damage for melee combat, double only the strength portion of the damage code. Example: When a character with a 2D+2 Strength uses a knife (+1D damage) in the same round a Force Point is spent, the damage is 5D+4 ((2D+2 x 2) + 1D). The maximum damage of melee weapons (normally 6D for knives) is ignored when using a Force Point.
@ The bonuses from Force Points allow any number of different actions in a given round as long as the usual dice penalties for multiple actions are used. In other words, you are not limited to one action during the round a Force Point is spent.
Gaining Force Points:
All Player Characters begin their careers with at least one Force Point; Force-Sensitives start with two. Force Points may only be gained by spending them.
When a character uses a Force Point to commit an evil act (killing an innocent, causing gratuitous violence, killing when not in defense of others, using while angry or hateful, etc.) The character gains the bonuses listed above, receives a Dark Side Point, and forever loses the Force Point.
When a character spends a Force Point in a selfish act (to save his ass, gain power or wealth, avoid trouble, or pass lies and deception) he forever loses the Force Point but does not gain a Dark Side Point.
If a character uses a Force Point in a heroic effort (placing himself in great danger, fighting the forces of evil, or saving someone’s life) he temporarily loses that point but gains it back at the end of the adventure.
When a character spends a Force Point in a heroic effort at the dramatically appropriate moment (any time success is vital to the story, climatic encounter with a major villain, saving many lives, or blowing up a Death Star) he temporarily loses that point but gains two back at the end of the adventure.
Finding a Teacher:
Unless your last name is Skywalker, you don’t just learn the Force . . . you need a teacher. Luke may have learned a lot through self-discovery but that’s because he’s Luke, and you’re not. Even the great Ulic Qel-Droma needed a teacher to instruct him. If you wish to learn a new Force Skill or Power you must find someone to instruct you.
Finding a teacher, especially during the Empire, should never be easy. Finding a teacher should take place over several adventures with the GM dropping clues every now and then. If Darth can’t find him, I’m sure you’ll have a tough time. If your game is taking place during the Old Republic you have the advantage of a Jedi Academy . . . but that really doesn’t make it any easier. It takes much more than a pretty application and a fat wallet to make it into this school; you must prove yourself. After applying to the academy, a Jedi Master, if interested, will send the applicant on a mission of self-discovery to prove he has what it takes to be a Jedi Knight. These tasks are always difficult and few applicants return successful to become apprentices (See Part IV: The Jedi Academy).
@ Jedi Holocrons, tomes, data-pads and the like can greatly assist in the teaching of the Force but never replace a teacher. When using such an item, pertaining to your teacher’s lessons, the time required to learn a new skill or power is reduced according to how much information is available (GM’s call). You must have a teacher to gain any new powers from a library until you reach the status of Master (10D in all Force Skills). A Holocron may be able to describe the feelings and sensations involved in a certain power but without being able to demonstrate it, as only a living Jedi can, a pupil would lack true understanding.
Taking on Pupils:
For a Jedi character to teach another the ways of the Force he must have at least 3D in the desired skill(s) and the teacher’s skill level must be higher than the student’s.
For a Jedi to accept a pupil, the student must be pure in his connection to the Force (have no Dark Side Points). A Jedi may not knowingly teach a student with Dark Side Points. If a Jedi knows his pupil has Dark tendencies and decides to train him anyway, he gains a Dark Side Point for himself. A master is responsible for the actions of his students. If a student is turned to the Dark Side, it is the moral obligation of the teacher to bring him back to the Light.
To learn new Force skills a pupil must undergo one week’s worth of intensive training and pay 10 Character Points. @ This amount of time may not be reduced through spending additional Character Points. The Force should never be taken lightly and is never quick or easy. At the end of the week the student gains the new skill with a code of 1D and knows one Force Power of the Master’s choosing.
To improve a Force Skill by one pip costs a number of Character Points equal to the current number before the "D" (just like normal skills). Double the point costs if a teacher is not available. Characters with a teacher must spend one day per Character Point spent (two days per Character Point if a teacher is not available). Training time may be reduced by one day per every additional Character Point spent. A Jedi may learn a new power (of his teacher’s choosing) whenever he raises a skill by one pip. A character never gains a new power when a skill increases if he doesn’t have a teacher.
Learning Force Powers:
Force Powers are different effects a Jedi may use to manipulate the Force. A Jedi may not use a power he has never learned but may be able to "stretch" a known power to have a different effect. To do so the GM determines if the desired effect is in the spirit of the power and then assigns a higher difficulty depending on how far removed the new effect is from what the power was designed for.
To learn a new power a Jedi must have a teacher. He may gain a new power after raising a skill by one pip (as stated above) or at the cost of 5 Character Points and five days of training with his master.
Force Powers:
Using a power is just like any other action. @ One power equals one action and reduces the dice pool by 1D regardless of how many skills are incorporated into the power. By the time a Jedi masters a new power it is second nature to him. He doesn’t think, "Ok... first I’ll activate Control, then Sense . . ." he just opens himself to the Force and does it. If a Jedi wishes to use Projective Telepathy (Control and Sense) he may roll both skills with no penalty. If he wishes to use the power and dodge in the same round, all die codes are reduced by 1D (not 2D).
Dramatic Force Use:
During stressful times when many lives hang in the balance a Jedi may reach out with the Force and attempt to use a Power he hasn’t yet learned (Nomi blocking Ulic’s connection to the Force at the end if Sith War for example). At a dramatically appropriate moment a GM may allow a Jedi character to spend a Force Point and 10 Character Points so he may use a power he has never learned. The effects of the power last one round, the user may not learn the power in this manner, the Jedi must make all rolls with normal die codes (the use of the Force Point does not double all die codes as usual), the points are lost even if the effect fails, and if used for selfish reasons the character gains two Dark Side Points.
Keeping Powers "up.":
There are some powers a Jedi may keep going rounds after activated. If a power may be kept "up," its description will say so; otherwise the power drops at the end of the round it was activated. To keep a power "up," the player must declare he is doing so when activating the power. The power continues to run, without further rolls, until the character either wishes to drop it or is stunned (or worse). @ While keeping a power "up." all die codes are dropped by 1D for every power up . . . not for every skill involved in the power. If a Jedi keeps Lightsaber Combat (Control and Sense) and Absorb/Dissipate Energy (Control) "up." all die codes are reduced by 2D, not 3D.
Time to Use:
Unless otherwise listed, all powers are activated in the round they are activated. All other powers are activated at the end of the time listed. @ Any time a Jedi, while focusing on activating a power, suffers a distraction (as determined by the GM) he must roll Willpower versus a difficulty determined by the GM (Easy for a gnat buzzing by, Heroic for a Nebulon B Frigate Crashing next door) to avoid loosing concentration and starting over.
Part IV: @ The Jedi Academy
Background:
Twenty-five thousand years before the birth of Luke Skywalker, a band of noble Jedi formed the Knighthood and built the first Jedi Academy on Deneba. It was a place to teach the Jedi ways and expand the knowledge of peace and tranquillity throughout the galaxy. From the day of it’s inception until it’s destruction during the Clone Wars, it was the heart of the Jedi Knighthood. Supported by the Old Republic it had many resources available and trained numerous honorable Jedi; such as Nomi Sunrider, and Ulic and Cay Qel-Droma.
Getting Accepted:
As mentioned earlier, becoming a Jedi is never easy. It takes years of hard work and an indomitable will. The first step in becoming a Jedi Knight is undergoing Force Sensitivity tests. In these tests a Jedi Acolyte (non Force Sensitives and lowest ranking Apprentices who act as assistants, advisors, etc. to the Knighthood) assigned to an applicant’s home system (or nearest system) briefly meets with the candidate to ascertain his belief’s and reasons for wanting to join the knighthood. The Applicant is then given tests designed to measure the possibility of Force Potential (these tests are designed to rate the likelihood of Force Potential, the only way to be sure is through the Force) and behavior in high stress situations (such as the questions Dekker asks while interviewing suspected replicants in Blade Runner). The Acolyte then sends a recommendation based on the test results to the nearest Jedi Praxeum (Small teaching instillation consisting of one to ten Jedi Masters who report directly to the Academy). After a Master reviews the reports he may take interest in the candidate and invite him to visit the Praxeum. There the Master uses the power Sense Force Potential to determine if the aspirant is gifted enough to wield Force Powers (is he Force Sensitive?) and then gives the aspirant a Quest to prove his worth to the Knighthood. This can be as simple as a riddle (Such as a Zen Koan or "How many apprentices does it take to change a glow rod?" depending on the Master) or, more often, a long, arduous journey filled with danger and temptation. Regardless of the method, the Quest should be a journey of self discovery and humbling insight. If the candidate returns successful (as determined by the Master.... there are often hidden objectives to be accomplished during Quests) he is admitted into the Praxeum.
Graduation Requirements:
The early years of training are spent learning the Core Curriculum (Skills and powers all Jedi must know) and working as an Acolyte to neighboring systems. At this time of training an aspiring Jedi will train under several Masters (provided there is more than one at the Praxeum). When a Master has certified that the student has mastered (gained a rating of 3D or two pips higher than the base, whichever’s higher) in all the core skills and knows all the required powers, he is immediately promoted to the rank of Jedi Apprentice and must choose a Discipline (specialized area of study). Once the Apprentice decides what Discipline he would like to pursue he must find a Master of that Discipline willing to further his education. This often leads to Apprentices leaving the Praxeum to find that rare teacher. He then begins intense study of that Discipline’s selected skills and powers. After mastering those requirements (again a level of 3D or two pips higher than the base is standard) the Master has the power to promote the student to the rank of Jedi Adept and assign him however he wishes (following the Academy’s approval). This may include being sent as representatives to a new world, liaisons to the Republic, returning home as an advisor and protector of the peace, or employed in the ongoing war against the Dark Side. At any rate, you are now a Jedi and bound to do as your Master bids.
Core Curriculum:
Upon entering a Praxeum a student begins learning these skills and powers as well as the Control and Sense Force Skills (Alter is not a necessary skill in all disciplines). A Master will usually not allow a student’s Alter to be higher than his Sense.
Core Skills: Law Enforcement, Willpower, Command, Alien Species, Languages, History: The Republic, and Systems.
Core Powers: Accelerate Healing, Control Pain, Hibernation Trance, Life Detection, Receptive Telepathy, Projective Telepathy, Sense Force, Life Sense, and Concentration.
Total Powers: Control = 5, Sense = 6, Alter = 0
Disciplines:
After a Master is satisfied that a student has mastered the basics he promotes the student to the rank of Apprentice and allows him to choose a Discipline. There are numerous Disciplines (Both Light and Dark) but this guide will only cover the most common of the Light: Artificer, Factotum, Investigator, Meditative, Naturalist, and Warrior.
Artificer
The Artificers are the creators, tinkers, and inventors of the Jedi Knights. They tend to be very technical in nature and posses heightened mechanical empathy. A good example of an Artificer is Cay Qel-Droma who would rather tune a lightsaber blade than listen to his Master’s stories.
Skills: Astrogation, and Computer Programming/Repair plus . . .
Pick five from the following: Droid Programming, Droid Repair, Ground Vehicle Repair, Repulsorlift Repair, Space Transports Repair, Starship Repair, Starship Weapons Repair, Cybernetics Repair, Security, Blaster Repair, Capital Ship Repair, Armor Repair, Walker Repair, Lightsaber Repair, Sensors, Capital Ship Piloting, Capital Ship Shields, Communications, Ground Vehicle Operation, Repulsorlift Operation, Powersuit Operation, Space Transports, Starship Piloting, and Starship Shields
Powers: Absorb/Dissipate Energy, Instinctive Astrogation, Magnify Senses, Speak with Machines, CyberLocke, Cyber Sense and Conduit.
Total Powers: Control = 4, Sense = 6, Alter = 1
Recommended Studying: Warp Matter, Lightsaber Combat, Commune with Machines, Thermogenesis, and Transmutation.
Factotum
Factotums (Peacekeepers) are Jacks-of-all-trades. They tend to be speakers, storytellers, educators and the like. They are trained to adapt to any environment and are given a pretty wide berth when choosing their studies. Factotum is the only Discipline where an Apprentice does not have to tie himself down to one Master. These students tend to roam the universe seeking knowledge from Master to Master (but, as always, what a Master says goes . . . an Apprentice may not take his leave without his current Master’s permission). Many governmental leaders prefer liberal advisors and request Factotums. In general, if you don’t know what you want to study, be a Factotum.
Skills: Pick your four favorite attributes. In Attribute #1 choose 3 skills, 2 skills in Attributes 2&3, and one in the fourth. Chosen skills may not be part of the Core Curriculum.
Powers: Choose two powers from each other discipline which are unique to it.
Recommended Studying: Anything and Everything
Investigator
Whenever there is a mystery or report of Sith activity, an Investigator (often referred to as "Shadows" in some circles) is sent to check it out. These are the detectives, archeologists, and spies of the Jedi. They search for Sith strongholds, research artifacts, infiltrate enemy organizations and solve enigmas of all sorts. These are the rarest of the Jedi and finding a Master is a near impossible task. It is currently under discussion in the Jedi Council to discontinue these teachings due to the risk of losing an undercover Jedi to Dark temptations and the moral dilemmas of teaching deceptive arts. Exar Kun may have been an Investigator before turning.
Skills: Bureaucracy, Streetwise, Archeology (a Knowledge based skill), Investigation, Search, Sneak, Security, Hide, and Persuasion.
Powers: Contort/Escape, Affect Mind, Dim Other’s Senses, Eclipse, Raise/Break Morale, Danger Sense, Enhance Attribute, Magnify Senses, Postcognition and Disguise.
Total Powers: Control = 5, Sense = 8, and Alter = 3.
Recommended Studying: Force of Will, Remain Conscious, Short-Term Memory Enhancement, Lighsaber Combat, Combat Sense, Storytelling, Cyber Sense, CyberLocke, Speak with Machines, Eyes of the Eagle, Mental Translocation, Induced Sleep, Lesser Force Shield, Force Bolt, and Doppleganger.
Meditative
Those who study the meditative arts prefer to exercise their minds, not muscle. They are the thinkers and masters of the mind and spirit. In times of conflict they coordinate the Warriors’ actions through their powerful Jedi Battle Meditation while shattering their enemies’ wills to win. Make no mistakes, they may not charge into battle with lightsaber drawn, but are among the most brave and powerful of the Knighthood. To find an example of a Meditative master, look no further then the legendary Nomi Sunrider.
Skills: Tactics, Survival, Persuasion, History: Jedi, Stamina, Scholar: Area of Interest, and Law: Republic.
Powers: Affect Mind, Emptiness, Force of Will, Postcognition, Affect Emotions, Raise/Break Morale, Enhanced Coordination, Short-Term Memory Enhancement.
Total Powers: Control = 5, Sense = 5, Alter = 3.
Recommended Studying: Farseeing, Remove Fatigue, Storytelling, Instinctive Astrogation, Anticipation, Lightsaber Combat, Danger Sense, Commune with Nature, Commune with Machines, Life Bond, Place Another in Hibernation.
Naturalist
The Force is created by all living things, and therefore must be protected. These Jedi have a special connection with Nature and all life. They are much more than simple park rangers yet far removed from eco-terrorists. They are often sent to frontier worlds to help in the formation of colonies and adapting to alien life. If you wanna scrap with a Naturalist, you gotta go through his Rancor pets. The Twi’lek Jedi Tott Doneeta displayed some of these abilities.
Skills: Tracking, Search, Survival, Hide, Sneak, Climbing/Jumping, Running, Beast Riding, and First-Aid.
Powers: Detoxify Poison, Fertilize, Weather Sense, Beast Languages, Commune with Nature, Eyes of the Eagle, Call Animal, Control Animal, Accelerate Another’s Healing, Emptiness, and Magnify Senses.
Total Powers: Control = 8, Sense = 5, and Alter = 3.
Recommend Studying: All "Healing" Powers (Naturalists are known throughout the Galaxy as healers), Weather Sense, Transfer Force, Danger Sense, Thermogenesis, Weather Control, Predict Natural Disaster, Transmutation, Lightsaber Combat.
Warrior
Although the Jedi Knights are devoted to peace, they understand the Galaxy is not perfect and violence is a necessary evil. These noble Samurai do not believe in peace through superior firepower . . . but superior compassion. Life is precious and should only be taken as a last resort. The Warriors are the primary peacekeepers. They are sent wherever there is strife, anarchy, or the Sith. An obvious example of a Warrior is Ulic Qel-Droma.
Skills: Dodge, Survival, First-Aid, Stamina, Tactics, Lightsaber, Melee Parry, Brawling, Lightsaber Technology and Running.
Powers: Lightsaber Combat, Danger Sense, Combat Sense, Absorb/Dissipate Energy, Remain Conscious, Lesser Force Shield, Magnify Senses, Force Bolt, and Reduce Injury.
Total Powers: Control = 5, Sense = 5, and Alter = 1.
Recommend Studying: All "Healing" Powers, Dim Other’s Senses, Enhanced Coordination, Enhance Attribute, Magnify Senses, Resist Stun, Greater Force Shield, Remove Fatigue, Anticipation, Transfer Force, Raise/Break Morale, and Affect Mind.
Training at the Academy:
Training at the Academy, or at a Praxeum, is slightly different than usual training. Through thousands of years of trial, error, and refining, the Jedi Masters have developed very efficient means of educating. Whenever a character is at a Praxeum, or the Academy, and wishes to learn a new power or increase his knowledge in a skill (provided he has already been taught that skill), add the Master’s die code in instructing (a Perception based skill) with the pupil’s die code in Knowledge and roll against Very Difficult (modified by resources available. i.e. Tomes, a library or Holocron.... GM’s call). For every full five points the total beats the difficulty by, reduce Point Cost and time required learning by one; one Character Point equals one-day training. No matter how spectacular the roll, training always costs at least one Character Point and takes at least one day of intensive training.
After Graduation:
Once a Master is satisfied with his pupil’s performance (at least 3D, or two pips higher than base . . . whatever is higher, in all required Skills and Powers) he has the authority, granted by the Academy, to promote the Apprentice to Adept. The Master than sends the Adept on whatever errands he wishes (reporting all the while to the Academy). After the Adept displays proper understanding of the Jedi Code and has a score of at least 5D in all Force Skills, the Master may promote the Adept to the rank of Guardian. The Guardian is still in the servitude of his Master and after demonstrating superior resourcefulness, true understanding of the Light, and a rating of at least 7D in all Force Skills, he goes before the ruling council of the local Praxeum and may, on an unanimous vote only, be promoted to the rank of Knight. At this point a Jedi is still bound to his Master but is usually given freedom to conduct his own business. When a Jedi gains a score of at least 10D in all Force Skills he may, with the recommendation of his local Praxeum, travel to the Academy and undergo review of the Ruling Council for the rank of Master. As with the rank of Knight, the vote must be unanimous. The next, and highest, rank in the Jedi Knights is that of Grand Master. There may only be nine Grand Masters, the Ruling Council of the Academy, at any given time. They hold their office until death or retirement and may only be replaced by a Master with a rating of 15D in all Force Skills who has the support of 90% of the Jedi (ranks Adept through Master) and the support of all members of the Ruling Council. Once a Jedi obtains a seat on the Ruling Council he has achieved the greatest honor available to a Jedi. All members of the Ruling Council are equal regardless of seniority.
Technology in the Old Republic@:
There are a few minor changes that must be made to the established rules to reflect four thousand years of technological advances (These suggestions are supplied for those who have not yet purchased the Tales of the Jedi Companion). Here are a few suggestions:
Vehicles:
All die codes remain untouched. Keep all the stats the same because as long as every aspect to the technology increased proportionally it should still be fine. In other words, if you want to use what was considered to be a good fighter in the TotJ time period, use the X-Wing Stats and give it a new name. If you want to use what was considered to be an old fighter in the TotJ time period use the Headhunter Stats and give it a new name. The only real problem that would arise is when a fighter from the TotJ time period encounters a fighter from the RPG time period... which should be next to never.
Double the time listed on the Astrogation Gazetteer to reflect older hyperdrives.
All repair times are doubled.
Jump Stations, Hyperspace Buoys, or Instinctive Astrogation is required to safely navigate hyperspace. When a ship contacts a Jump Station or Hyperspace Buoy, the credit of the ship’s Captain, or sponsor, is automatically deducted the standard fee for using that route. Prices range from 10 credits for a slow or common route to 10,000 credits for a fast or rare route. In this era lightspeed doesn’t come cheap. One obvious way around this is to ignore the navcomputers and trust in Instinctive Astrogation.
Medical:
Bacta tanks have not been invented yet.
MedPacs are reduced to 1st Aid Kits (same as MedPac but each difficulty is increased by one level, time to use is twice as long, and only one may be used per day).
Weapons:
Nothing heavier than a light repeating blaster (which requires an articulated harness ALA Aliens).
Ammo in each Power Pack is reduced to ¾ normal.
Blasters cost twice as much.
Firearms are the weapons of choice.
Part V: The Characters
Pre Empire:
Before the empire Jedi were pretty common. There would be a band stationed in every civilized system and perhaps a few in every major nation. The people of the Republic knew, trusted and respected (well, most of the people anyway) the Knighthood. They were law at its highest level and charged with the duty of keeping the Galactic Peace. I suppose you may be able to think of them as the Galaxy’s United Nations Task Force. They protected all systems but reported directly to none, not even the Republic. Please note The Republic has no official power over the Knighthood. They’ve just developed a mutually beneficial symbiotic relationship over the years.
Most Jedi characters of this time period are fresh from the Academy. If you want to start players fresh after their early training, have them make characters the usual way (let them make/modify templates however they wish.... an Artificer will have a much higher Technical score than a Naturalist. Also it is reasonable that only space-faring races should be allowed to attend the Academy. This means: NO EWOK JEDI!). After they have their characters, give them 2D more in each force skill and 3D more to be divided up between their required skills, to represent their training at the Academy. They are now Jedi Adepts (assuming they use their points wisely and meet all the requirements) and ready for their Master’s first assignment. Just to keep things fair, let non-Jedi make their characters like normal but with 15D (instead of 7D) to be added to their characters, provided that no more than 3D be added to more than two skills. Just as a fair warning... Jedi tend to be obnoxiously powerful. If you’re going to run a Jedi based game let it be known that it is "high level" and the stakes are great. Non Jedi may have to be creative with their character in a Jedi based game to describe why they’re working with the Knighthood. Some possibilities could be that they’re Acolytes, just doing what they can in the name of Galactic Peace. They could be members of a government the Jedi are sent to assist in a time of crisis. They could be hired by the Academy to transport the Jedi to their assignment. The possibilities are endless.
Empire:
Bad news for Jedi during the Empire. They want you dead.... bad. Ever since the Clone Wars the Empire has hunted down your kind. The Jedi are no longer treated with the reverence they received during the Old Republic. The Jedi Knighthood is either considered an old legend or just some "hokie religion." If a PC tells someone they’re a Jedi they should be laughed at, turned into the Empire, or both.
Jedi characters of this period should simply choose either the Minor Jedi or the Young Jedi template and create the character as usual. Jedi of this era tend, for obvious reasons, not to be as powerful as those in the Golden Age of the Jedi. They don’t hit the "obnoxiously powerful" stage for a good while; and by that time all the other characters are sporting 9D Blaster skills so it pretty much evens out.
Post Empire:
After Palpatine takes that nifty radiation bath, the Jedi begin to slowly pop up again. Those who have been hiding for so many long years resurface and Luke Skywalker erects a new Jedi Praxeum to rebuild the old Knighthood. Players could either be a member of the new Praxeum, a Jedi who was apprenticed to a Master at the end of the Great Purge and went into hiding afterwards, one of the Emperor’s Dark Apprentices turned to the Light, or a Force using Alien of some kind. In other words, base your character on a template as usual.
Character Backgrounds:
Characters should never be as two-dimensional as the game makes it. Sure its quick and easy to whip out a template and slap on a few D but, as Yoda is so fond of teaching: Quick and easy are traits of the Dark Side. Templates are quicker, easier, more seductive; they are not better. What Yoda was saying is that players ought to take time with their characters, molding them into three-dimensional beings. By the time you start playing you should know every important fact about your character. I strongly suggest having players fill out a Character Background Sheet (as shown in Appendix V). Have players fill them out and then award bonus Character Points based on depth and originality. Even more points should be awarded to players who incorporate their background sheet into the character.
Examples: Say I’m going to play a Bounty Hunter. I could just fill out the template and know next to nothing about my character or I could fill out a Background Sheet and know how he’d react to any given situation. Better yet, a truly creative player would put his thoughts down on the Background Sheet and write the Bounty Hunter’s Resume to be turned into the GM. Or an Outlaw could write his Criminal Record, or an ISB Agent could type up his Imperial Personnel Record. Sure it takes a bit longer but it REALY adds to the over all enjoyment of the game. Remember... this should be Role-playing, not Roll-playing.
Another good way to flesh-out characters is to incorporate rules from other systems. If you have a copy of a White Wolf Player’s Guide, incorporate the Merits & Flaws rules into your characters. A 1 point flaw pretty much equates to a 1 pip bonus to be added to beginning skills. You might also be able to use the Advantages and Disadvantages of GURPS. Perhaps a 5 point Disadvantage is equal to 1 pip. Whatever works. If it helps bring life to your character, by all means use it.
Part VI: The Path of Baadu
The Baadu, or Gray Jedi, are a rare breed of force users. They consciously try to remain neutral in the struggle between the Dark Side and the true ways of the Jedi. This is not an easy task, and it is harder to attain even a fair amount of neutrality when one is working with the Force. A very specialized Force Power (The Cleansing) is needed for the existence of the Baadu.
NOTE: Baadu are very rare. NO non-force users (except those with Scholar: Jedi Lore 10D+) should have heard of them, and only Jedi Masters (or any Force users with 30D in total Force Skills) should have heard of them. Note that I say "heard," and not "be a fountain of youth in the Ways of the Baadu." GM’s should not have their favorite tavern owners spinning off tales of the dozens of Baadu-related stories that they’ve heard.
History of the Baadu:
The Way of the Baadu was spawned from Biirta Baadu, a human Jedi Master who flirted with the Dark Side for much of his very long, Force using life. He never actually became an adept of the Dark Side, but became quite well versed in its use. Biirta managed to develop a Force power that was able to keep him somewhat free from the clutches of the Dark Side. He was always just beyond reach. He never taught anybody his findings, but his journal survived. A few copies of his journal were made, and they exist scattered throughout the galaxy.
The Baadu tend to be very solitary. There is no unity in the ranks of the Baadu, and there may be enmity between members on the rare occasions they meet. The way of the Baadu is a lonely path, and few people can maintain the duality of consciousness it requires.
Most Baadu tend to lead "questionable" lives, doing things along the lines of bounty hunting, smuggling, etc. Although these acts are certainly illegal (for the most part), their evilness can be questioned...
The Baadu and Dark Side Points/Light Side Points (Force Side Points):
When a Baadu commits an evil act, he receives a Dark Side Point, just like all of the other Force users of the galaxy. When a Baadu commits a good act, he receives a Light Side Point. The principle is the same as for the Dark Side Point, except one receives a Light Side Point when committing good acts.
Baadu are consistently attempting to have ZERO points in both. They want NO Light Side Points and NO Dark Side Points. This can be attained by one of two ways.
1) Removal of Force Side Points through Deeds:
The Baadu can remove a Dark Side Point by not doing anything evil for ONE adventure/episode. Being "kind of good," but not good enough to get a Light Side Point. GM’s, use your discretion here. Baadu should be able to remove a Dark Side Point by not doing anything evil. Not necessarily being NICE, but even just the good side of neutral. The Baadu can remove a Light Side Point by not doing anything good for ONE adventure/episode. Being "kind of evil," but not evil enough to get a Dark Side Point. Stuff like killing people that deserve to die, and REALLY enjoying it. Or, if a Baadu were working for the rebels, they’d be able to remove a Dark Side Point by torturing an imperial person who wouldn’t talk, to get valuable information.
2) Removal of Force Side Points Through the Cleansing:
When Birtaa Baadu first decided to be a neutral force user, he found that method #1 was unwieldy and cumbersome. There were times when he didn’t know where he stood in his "alignment" at the moment. After years of intensive study, he managed to develop a unique and powerful force power—the Cleansing. The use of this power facilitated advancement through the force. Baadu wondered how he kept the path without it. There were setbacks, but Baadu found the bonuses of the power to outweigh the setbacks.
How to Forget the Ways of the Baadu:
1.) If you are using The Cleansing, stop.
2.) If you want to become a Dark Side force user, simply get rid of your Light Side Points, and advance your Dark Side Points to 6. Once the Baadu’s Dark Side Points equal 6, the Baadu way is forgotten, perhaps forever.
3.) The operation is the same if the Baadu character wishes to become a Jedi Knight. Simply get rid of all Dark Side Points, and increase Light Side Points to ten. (remember, the Dark side is quicker and easier) Once LS points are brought to ten, all Baadu hindrances and bonuses are lost.
Note: A Baadu character can exceed the Dark Side threshold of 5 DS points and still remain Baadu. To leave the way of the Baadu, a character must actively choose to leave, and the threshold must be exceeded.
Note: The difference threshold should be no more than seven at any time. (i.e. the Dark Side Points minus the Light Side Points should not be greater than 7 or -7) If the difference threshold is exceeded, Baadu lose their abilities (Subtract the lesser number of the Force Side Points from the greater. If there are more Dark Side Points, the resulting number is how many Dark Side Points the Character has. If there are more Light Side Points, the GM can 1.) put Dark Side Points at zero, if the GM does not want to use the Force Side Point System for non-Baadu; 2.) put the resulting number in as Light Side Points.
The Baadu and Force Points/Control, Sense, & Alter Dice:
The Baadu receive Force Points for committing acts, just as other Force users do. When they spend a Force Point for good/evil, they get one Force Point back at the end of the adventure/episode. When they use a Force Point for good/evil at the dramatically appropriate moment, they get two Force Points back.
The Baadu can use Dark Side Powers without automatically gaining a Dark Side Point, however they do receive a Dark Side Point if the Dark Side power is used for extreme evil.
It costs 50 - 100% more cp’s to raise force skills than a normal Jedi. For example, to raise Control 4D to Control 4D+1, with a Master it would take 6 - 8 Character points, depending on your GM’s preference.
As an option, GMs should feel free to impose a dice limit of 5d-10d on Control, Sense, and Alter. This is suggested only if the GM feels this Force-using template is too powerful.
Curiosities/Miscellaneous:
Most Baadu use lightsabers, but some favor blasters. It is a matter of personal preference. If a PC wishes their character to be a blaster toting Baadu, GM’s should incorporate the abilities of the Teepo Paladins.
A note on implementing the Force Side Point System for non-Baadu:
Please note that the Force Side Point system introduced for the Baadu might not be ideal for a normal Jedi. The WEG Dark Side Point system does the job quite well, as far as Jedi are concerned. If gm’s wish to implement the Force Side Point system for non-Baadu, bear in mind that the Dark Side of the Force is MUCH easier to turn to. Jedi who were totally pure before can be turned to the Dark Side, just as easily as someone who’s intentions for the Force were "questionable."
The Baadu Jedi have been a topic of many debates on the Star Wars RPG Mailing List. Many people (myself among them) feel that the Baadu is a cheap way of allowing Jedi to commit evil acts. Jedi should never be allowed to do evil without consequence. That goes against everything the Force is about. The major component in Force using, which keeps a Jedi in check, is his emotional connection to the Force. You take this away and things just become ridiculous. On the other side of the argument are those who feel the nature of the Force is dynamic and always in motion. Nothing, especially something as fluid as the Force, is so cut and dry as to allow only two sides; there has to be a middle ground. Whether you love them or hate them is you’re decision, but it is the GM’s decision to allow them in a game.
Part VII: Teepo Paladins: Quick Draw Jedi
The Teepo Jedi is fairly new in the long history of the Jedi tradition. They are a small, but fanatical branch of the Jedi order. They were founded around the same time that the Blaster became the common sidearm by a Twi’lek master named Nars Teepo.
Nars Teepo had a very odd view on life for a Jedi master. He believed in change. He did not think the traditions should remain so static. He believed that the Jedi should change with the times and adopt the use of blaster weapons. The Jedi community didn’t accept this and Teepo was shunned from the order for what was assumed to be embracing the Dark side. Teepo took this very hard and took on the life of a hermit dropping from the face of the universe, but he continued to apply his knowledge to the study of the blaster and its applications.
Many of his old friends and companions in the order refusing to let their friend, a distinguished master, fall to the Dark side traveled to him in hopes of convincing Teepo to change his ways. His fanaticism got the better of many of them. He could not be swayed, but instead had many new converts to his ideas. With this new influx of Masters and students the school flourished in a very isolated corner of the universe. Ignored by the rest of the Jedi community it grew but never overtook its humble beginnings.
After many centuries, the Jedi’s were called to fight a great evil. This great evil was such a threat that the old order swallowed is pride and called upon the Teepo’s for help. The fought side by side as brothers in the Clone Wars only to be wiped out by Palpatine and Vader in the ensuing political chaos. The Teepo’s were no safer than the Jedi’s of old. Many masters hid, but were sought out and destroyed. The only thing that kept the smaller school alive was the hermitic tradition of its founder. Many students and Masters were in hiding from the outset of the Clone Wars and this saved them in the massacres that followed.
Teepo Tenets and Code:
Along with following the Jedi code, the Teepo’s have some basic rules that they abide.
1. Never draw your blaster without being drawn upon first.
2. Aggression is the Dark side. It should never be consorted with. Be at perfect peace and harmony before acting. Even if it means being killed. A Teepo Paladin never acts in anger or hate. (This may seem to be a restatement of the Jedi code, but the Teepo’s take it far more seriously. It has been said that some Paladins have been killed without even moving a muscle simply because they could not control their anger. Of course, these are the truly fanatical.)
3. Never use a lightsaber (Nars Teepo was very clear about this. He made it Teepo law that they should never touch one. This seems to be a remnant of his scorn for the knights who dismissed him. (This rule is worthy of some debate since Jedi, by definition, do not scorn).
Along with these rules there are some unstated regulations of the Teepo order. The Teepo never use Heavy blasters, or anything stronger. They never conceal a carried weapon (it is a symbol of who they are). They never wear armor of any kind (except a blast helmet, see below). The Teepo also endorse all aspects of the Jedi Code.
Miscellaneous Info.:
The Teepo prefer to call themselves Paladins, not Knights. This has something to do with distinction between regular Jedi. They are still Jedi, of course.
Some very adept Teepo have been known to wear blindfolds at all times. They use their powers to see the force and what it surrounds. During the Clone Wars many of the great Teepo began wearing blast helmets with the face shields welded shut so they could not see. It is the mark of a true Teepo master to actually do this. The more novice students would never wear helmets (it goes against the armor regulation), but many Masters say it is in the tradition of change that the order was founded.
Also some Teepo have been known to wield two blasters at once (see below). This is also a mark of status and ability.
Teepo Template:
Dexterity 3D+2 Perception 2D+2 Knowledge 2D Strength 2D+2
Mechanical 2D Technical 2D Control 1D Sense 1D
Skills of Note:
Blaster, Fast Draw, Speed Load, Willpower, Brawling, Search, Hide/Sneak, etc.
Equipment:
700 credits, two sets of clothing, blaster pistol (4D damage)
Tricks of the Trade:
Teepo Paladins have perfected blaster use to a fine art, and thus have developed a few tricks with their favorite weapon. First and foremost of these is the use of two blasters at once. Here’s how it breaks down:
Teepo Paladins are able to fire two blasters simultaneously (one shot from each blaster counts as one action) with the following difficulties:
- The blaster in the Paladin’s off hand suffers a +10 difficulty (unless he’s ambidextrous).
- If Dexterity is 3D or above, ambidexterity costs 10 CP (or 1D worth of skill dice at character creation). If Dexterity is below 2D, character cannot become ambidextrous without increasing his Dex to at least 2D. If Dexterity is between 2D and 2D+2, ambidexterity costs 20 CP.
- Single target (a point on the body), +10 difficulty to each shot.
- Single large target (a humanoid sized target; shoot a spot, any spot), +5 Difficulty to each shot.
- Two separate targets, first target = no penalty, 2nd target +10 difficulty.
The player rolls either their blaster skill, or the Advanced Skill "Double Blasters". (A)Double Blasters has a prerequisite of 5D+ in Blaster. This only applies to pistol-type weapons (e.g.. Blaster Carbine and smaller).
Part VIII: Monks of Shimura
History:
Long before there were lightsabers there were Jedi. After the invention of those graceful weapons Jedi began to lose sight of what the Force was all about and fall into the Dark trap of technology, or so the revered Master Kambei Shimura thought. The Knighthood was beginning to rely too much on "convenient" technology. That’s not the way of life; the way of the Force. Jedi after Jedi took up the saber and left for the stars and the adventures they contained. A Jedi craves not these things. Disgusted at the behavior of his fellow Jedi, Shimura broke away from the Academy with a handful of devoted students and established a Temple on the sixth moon of the third planet of the Nikus system. There he taught his disciples the true gifts of the Force: perfection through inner peace, compassion, contemplation and, ironically, tolerance.
Millennia passed and student after student joined the Brotherhood and learned the teachings of Shimura and the way of Ka, the religious philosophy of the Monks. Similar to Zen, Ka teaches the inner spirituality of life and the soul. Everything is provided by the Force, there is little need for cold, unfeeling mechanisms.
During the Emperor’s great purge, the Temple of Shimura was located by Dark Lord Vader and torn asunder. Few of the Brotherhood were able to escape and spread across the galaxy like seeds. Today, with the Empire removed, these remaining skilled Monks are establishing their own Temples in remote systems to pass on what they have learned.
Beliefs/Lifestyle:
1) Avoid the use of (unnecessary) technology. "There is nothing that technology may provide that the Force cannot. Why artificially radiate food when nature provides fire? Why ride aback metal creatures when the wind can send you across sea just as surely? Technology is quick and easy. These are traits of the Dark Side. Life should be neither." Although it is true that nothing can be provided by science that the Force cannot, very few Jedi have been able to step across worlds. The modern Brotherhood believes it is in the spirit of Ka to except one’s limitations. The Monks will avoid most technology whenever possible (datapads, blasters, lightsabers, scanners, holocrons, bacta tanks, etc.) but will reluctantly use other forms (starships) when needed (which isn’t often. Followers of Shimura discourage "adventuring" and tend to live entire lives in their Temples. The rare exceptions are traveling teachers and emissaries).
A Shimuran Monk would never accept cybernetic replacements or enhancements, nor are they likely to associate with droids.
2) The way of Shimura is the way of Ka. All answers may be found in its techniques. Ka is the foundation of all Shimura’s teachings. When a student is first accepted into the Brotherhood he begins learning Ka. First simple koans and history and later develop the physical disciplines. In line with the Brotherhood’s beliefs, the process is not quick or easy . . . it takes several years of hard work and devotion.
3) Follow the Jedi Code. Although the Knighthood has allowed technology to cloud their judgment, the Shimuran Monks still believe in the Code.
4) Tolerate the misgivings of others. Shimuran Monks are not retro, anti-technology fundamentalists. They do not attack technological centers or those who choose to use technology, nor do they harass commuters at starports with pamphlets damning them for their way of life. They simply have a different outlook on life. If asked, they will tell a koan of enlightenment. If sought out, they will teach their beliefs (but only those who prove worthy will learn Ka). The Monks do not hate the Jedi; in fact, they feel sorrow for their fallen brothers and would do anything to help bring them back to the Light.
The Art of Ka:
The Monks of Shimura are best known for their mastery of Ka, their proto-martial art. Practice of Ka strengthens the mind, body, and soul. Masters of this art are capable of incredible feats. Through Ka, Shimuran contemplative seek perfection and enlightenment, and with it, they stand powerfully against all who would threaten the sanctity of their Temples. Ka can be broken down into three parts: Skill (Ka Lore), Martial Art (Ka Combat), and Force Powers (Ka and Empower Self). Those who are not Force-Sensitive may join the Brotherhood and learn the first two aspects of Ka but not the third.
Skill: Ka Lore
Time Taken: One Round to One Day
Description: This Knowledge based skill represents the philosophical teachings of Ka. Through development of this skill, the Monks intimately learn the foundations of the Force and the Universe as well as the pre-lightsaber Jedi Knighthood.
This skill is often used to 1) spin a useful (albeit confusing) tale, 2) teach the beliefs of Kambei Shimura, and 3) seek enlightenment. When a Monk is uncertain (Should I take an umbrella today? Which path is safest? Will this man betray me? Is this door trapped? etc.) he may meditate on the Ka. All answers are contained in its many teachings. If the Monk’s roll beats a difficulty set by the GM, he is awarded with a cryptic answer ("You recall your teachings of the Sherlent and the Vornskr and how the tiny Sherlent defeated the great and powerful Vornskr with a single mighty leap."). If the roll succeeds by more than 20, there is no need for riddles, the character knows the answer.
Martial Art (Ka Combat):
Prerequisites: Brawling (4D), Brawling Parry (4D), Dex (3D), Ambidexterity
+2D Brawling & Parry versus those with no Martial Art training
+1D versus those with training other than Ka
Return Melee attack: used against an attacker with a melee weapon, the Monk redirects the energy of the attack back into the attacker. Roll Brawling Parry (with Ka bonuses if against untrained opponent) versus attacker’s strike roll +10. If successful the attacker hits himself for full damage. A failure means the Monk is struck. This maneuver counts as one action and cannot be used with a dodge.
Note: Ka Combat is not a skill but a special ability (i.e. it has no die code of it’s own). If a player learns the martial arts aspect of Ka he may add the bonuses above and use the "Return Attack" maneuver.
Force Powers (Ka and Empower Self)
See the section below on Powers for more information about these Shimuran exclusive Powers (Ka => Control & Sense, Empower Self => Control & Alter).
Shimuran Template:
Dexterity 3D+2 Knowledge 3D Mechanical 2D
Perception 2D+2 Strength 2D+2 Technical 2D
Control 1D Sense 1D
Skills of Note: (5D to be allocated to skills)
Willpower, Brawling, Brawling Parry, Ka Lore
Special Abilities:
Ka Combat, Ambidexterity
Recommended Powers:
Ka and all required powers, healing and meditative powers, force bolt, force shield
Equipment:
50 credits, hand-woven Gi
Part IX: The Weapons of the Jedi
Weapon Descriptions:
In addition to the traditional lightsaber, several more exotic (and if they’re exotic for Jedi, they must be rare!!) weapons were produced by the Jedi. All are character scale, and normally unavailable, even to most Jedi. All have the same inherent danger to the user as the Lightsaber, except for the Teepo Blaster (unless otherwise stated, the wielder is hit with these weapons if the difficulty is missed by 10+). All listed damages are considered "base" as if constructed with a natural gem. Reduce damage by 1D if synthetic gems are used.
Lightdagger
Type: Compact lightsaber
Skill: Lightsaber: Lightdagger
Difficulty: Difficult
Damage: 3D
Notes: -1D to parry. Character is hit if difficulty is missed by more than 12.
This is a smaller version of the lightsaber. The handle was usually 13cm long (as opposed to 25-30cm), and slightly slimmer than the saber’s. The blade is only about 20cm long, instead of the normal 60-70cm length of a lightsaber. It was typically used for training or utility purposes, or carried by Jedi as a combat backup (often used as Daisho).
Dual-setting Lightsaber
Type: Variable length Energy Sword
Skill: Lightsaber: lightsaber
Difficulty: Difficult (setting 1), Very Difficult (setting 2)
Damage: 5D (setting 1), 4D (setting 2)
Notes: +1D to parry others wielding lightsabers or melee weapons, but not to parry blaster bolts (in setting 2).
Must state setting to be used at the start of the turn.
This is a rare and unusual variation on the normal lightsaber, in that it had two different settings. In the first, it has the normal length, but more powerful, as the traditional lightsaber. In the second setting, the blade losses about 15% of it’s power, but doubles in length. This extra length is useful for keeping others at a greater distance, but makes it much more unwieldy to deflect blaster bolts and attack.
For these reason, it used primarily by young, reckless Jedi, who eventually decide to keep it in its first setting, or going to a traditional saber. It was, however, popular with some Jedi who rode into battle on beast back. The dual nature of the blade often gave it a stunning blade-within-a-blade appearance, with one color forming the core, and a second, clearly different one forming the outside sheath. Less than two hundred examples were ever made.
Double-bladed Lightsaber (Lightstaff)
Type: Double-ended Energy Staff
Skill: Lightsaber: double saber
Difficulty: Very Difficult
Damage: 5D
Notes: +1D to parry. If wielder misses difficulty by more than 5 points, the wielder struck.
Most specimens may be used as a regular lightsaber (specialty Lightsaber: lightsaber), but without the parry bonus. Must declare at the beginning of the round. Damage remains 5D.
An ultra rare light weapon, the double lightsaber consisted of an elongated handle (about 2.25 times the normal length), which projects a blade from each end. This gave it the versatility and speed against attacks of a quarterstaff, but made it MUCH more dangerous to the user. For this reason, it could usually be used like a normal, single bladed lightsaber. This was considered by many Jedi to be a Dark Side weapon, mainly because its most famous user was the Sith Lord Exar Kun. Less than a dozen examples where ever made.
Stunsaber
Type: Stun Effect Energy Sword
Skill: Lightsaber: Lightsaber
Difficulty: Difficult
Damage: 5D Stun
Notes: When used against stun bolts, it can absorb up to its die in stun-damage die, like piece armor. The Jedi may add their Control die to the damage of a stun saber. May also be used to parry melee weapons and lightsabers.
Incapable of cutting matter, the Stun Saber produced a neurological shock to the target, who would wake up in about ten minutes with a planet shattering headache. This made a perfect weapon for dealing with an unruly mob that the Jedi can not pacify. It handles exactly like a lightsaber, making it the perfect training weapon. Unfortunately, it can not block projectiles or blaster bolts. Less than fifty are believed to have been made.
Force Lash
Type: Wave-guide channeled energy blade
Difficulty: Moderate
Skill: Lightsaber: Force Lash
Damage: 3D
Note: Due to merged physical/energy nature, when used against an armored target, use Physical Armor -1D or Energy Armor, whichever is greater.
The Force Lash, when deactivated, looks much like a lightsaber handle. The actual lash is a telescoping wave guide, approximately 80cm long. The guide is encased in energy. This guide (and the energy wrapped around it) is somewhat flexible, but not enough to wrap around the target. It was used as a training aid, although some Jedi (especially Baadu and Dark Siders) carried them instead of a lightsaber.
Lightwhip
Type: Flexible, wave-guide energy lash
Difficulty: Very Difficult
Skill: Lightwhip
Damage: 5D
Notes: If character misses base difficulty by 10+, whip strikes wielder. If character beats base difficulty by 20+, the whip may wrap around the target doing 5D+/-Control damage per round.
Due to merged physical/energy nature, when used against an armored target, use Physical Armor -1D or Energy Armor, whichever is greater. Due to energy cocoon, may be used to parry lightsabers, and even ensnare them. Must roll lightsaber Vs lightwhip damage to see if they damage each other.
The lightwhip is the prized weapon of many Sith and Dark Jedi, but only a scant handful of Jedi. Similar in many respects to the Force Lash, the Lightwhips were harnessed energy coiled around incredibly strong, 2.5 to 4.5m long (length varies between users, and is based, in part, on the builder’s height), alloy whips. They can easily cut through the strongest metals in the hands of a skilled user. Because the lightwhip is flexible and unwieldy, it is very dangerous to the beginner, and those without any formal training are as much a danger to themselves as they to others. In the hands of a skilled user, however, the lightwhip is capable of deflecting blaster bolts and solid projectiles, in addition to its formidable capabilities.
Light Boomerang
Type: Energy field assisted boomerang
Difficulty: Variable (see below)
Skill: (A) Light Boomerang
Ranges: 2-10 (moderate)/20 (difficult)/60 (very difficult)
Damage: 5D
Notes: If throw or catch difficulty missed by >10, the boomerang either actives too early (causing damage to user’s hand), or isn’t caught (inflicting damage randomly). Requires the Light Boomerang Combat Force power to use.
The light boomerang was at one time a highly prized weapon, used primarily by Jedi who enjoyed showing off or where on the front lines of the Sith conflicts. Today, there are none believed to still exist, and only a scant handful of scholars know of it’s existence. Like the light whip and force lash, it uses crystal, wave-guide and mirror technology to create an energy field around the actual weapon. For safety reasons, it may only be activated telekinetically, otherwise the user’s hand would be instantly removed. Once thrown, the Jedi would be able to guide his weapon against several targets in one throw. Attempting to use this weapon without intense training is suicidal.
Light Claws
Type: Energy-blade claws
Difficulty: Moderate
Skill: Lightsaber: lightclaws
Damage: 2D (It is believed that some models where as powerful as true lightsabers)
Notes: The Jedi may add the Damage + Control to their Climbing. They may also be used to deflect blaster bolts.
This is an unusual weapon, used mainly by Dark Jedi Assassins. They may be concealed in the sleeves of a tunic or robe. Each claw emits a pair of blades about a meter long. They may also be used to help climbers.
Teepo Master’s Blaster
Type: Custom made blaster pistol
Skill: Blaster: pistol
Ranges: 3-10/40/120
Ammo: 100
Damage: 4D+1
Note: +2D difficulty to hit for all other than it’s intended owner.
These weapons were wielded by Masters ONLY. Most Paladins carried stock, commercial models. This weapon is a custom made blaster, built by individual Masters. Each weapon, like a lightsaber, is made to a typical template, but each Master would make his blaster to fit his own needs. Some weapons have longer range and lower power ratings. Others have iron sights, but some have optics or reflex sights. Each set of grips was custom made to fit the hand of the Master, with the powerpack type often changing to fit a particular Master’s idea of balance and ergonomics. The balance matched to their personal shooting stance. Some didn’t even have triggers, instead relying on the Force. Each weapon was tuned to fight it’s builder like a glove. Less than a dozen pairs of Master’s Blasters are known to still be in existence.
Making a Weapon:
Designing and crafting a weapon is often (and always is for those of the Warrior Discipline) the final step in the initial training of a Jedi. The following rules are for the creation and modification of sabers. Once understood, they may easily be modified to produce the more exotic weapons like Light Claws and Boomerangs.
A Jedi’s weapon is a part of his very being. When a Jedi constructs his own weapon he gains a +2 bonus to strike and parry rolls when using that weapon. Unfortunately, he also becomes so attached to his weapon that if separated he suffers a -1D penalty to all Force Skills until he recovers his weapon or builds a new one.
Building a lightsaber:
Step 1) Costs: The majority of the parts found in a lightsaber are pretty common (the major exception being the gem) and can be purchased in most major towns or starports. The cost for the basic lightsaber is $100 not including a gem. Gems cost $5,000 - $100,000 depending on supply/demand etc. (granted, gems will be less expensive in the TotJ period than during the Empire... but may be closely guarded by the Academy and requiring a permit of sorts). Synthetic gems may be purchased (depending on the GM..... there is still some debate as to the plausibility of synthetic gems) at a cost of $1,000 - $10,000.
Step 2) Time & Construction: It takes a week (7 days) to build a standard lightsaber. At the end of every day roll your Lightsaber Repair (or Lightsaber Technology) versus a difficulty of 20 (modified by working conditions and available tools). A successful roll means that day’s worth of work was successful and you may continue on to the next (a roll of Heroic indicates that 2 days worth of work was accomplished). A failed roll means nothing was accomplished that day (but you suffered no setbacks either). For every full 7 points you fail by you are set back a day’s worth of work (i.e. You’re on your fifth day of work and you fail your roll by 15 points, you are setback to the third day). If the wild die comes up as a 1 followed by a 6 (a complication) you really screwed up and along with the usual penalties (count up the remainder of the dice to see how far you are
set back) the lightsaber’s gem has shattered. After the seventh day is successful the craftsman spends 10 Character Points to complete the process (thus making the weapon an extension of himself and gaining the +2 bonus... see below) and has a basic lightsaber as described in the books except there is a -1D penalty to damage and blaster parry if constructed with a synthetic gem (there’s no substitution for nature . . . especially where the Force is concerned).
Step 3) Modifications: After a basic lightsaber has been constructed it may be modified to become a natural extension of the wielder. Any Jedi who constructs his own lightsaber (or blaster for Teepo Paladins) automatically gains a +2 bonus to strike and parry when using it. The rules for modifications are much the same as construction but with a few alterations (see table below). I suppose it is possible to modify a lightsaber by using base technology or similar technological skill but the difficulty would be doubled. Note: Lightsabers are only large enough to hold 3 modifications without becoming cumbersome and difficult (if not impossible) to wield.
Cost of Adegan Crystals (Lightsaber Gems)
Name
: Base Damage: Cost:
Syn Kathracite 2D+2 $2,500
Kathracite 3D+2 $5,000
Syn Relacite 3D $3,500
Relacite 4D $10,000
Syn Danite 3D+2 $7,500
Danite 4D+2 $15,000
Syn Mephite 4D $8,750
Mephite 5D $25,000
Syn Pontite 4D+2 $15,000
Pontite 5D+2 $100,000
- Above prices are intended for Tales of the Jedi era games. Adegan Crystals may not normally be purchased in Empire era games.
** Although Adegan Crystals may be purchased, they are often gifts to remarkable students from their Masters.
Lightsaber Modification Table
Name
: Difficulty: CP: $Cost Time:
Pressure Grip Mod 2 25 1 day
Lock Blade Mod 2 15 ½ day
Var. Lengths Diff 7 80 + Gem 3 days
2 Blades (Staff) Diff 7 80 + Gem 3 days
Extra Dam Very Diff 10 60 + Gem 3 days
Light Suppression Very Diff 10 75 4 days
Sound Suppression Very Diff 13 70 5 days
Non-Metal Const. Very Diff 15 5,000 13 days
Ooze Diff 2 50 + 2 Gems 2 days
Pressure Grip: A good modification for beginners. When the hilt is let go of (as in a drop or fumble) the blade automatically shuts off to reduce the chance of harming the user (or, God forbid, an innocent). Note: the Pressure Grip may be thrown but the user must use Telekinesis to keep pressure on the grip at all times.
Lock Blade: The Lock Blade is the opposite of the pressure grip. The saber stays on until the wielder shuts it off, thus allowing the user to throw the saber at a target.
Var. Lengths (see above): This allows the saber to effectively have two blades (each with different lengths) which extend in the same direction. This allows a user to select the best length for the given task. This modification grants a good number of style points when both blades are extended and of different colors, one outlining the other.
2 Blades (Lightstaff.... see above): With this modification the saber extends a blade out of each end thus resembling a lightstaff (a la Exar Kun). These are very difficult to properly wield as they may only be held in the middle and usually do more harm to the user than the intended target.
Extra Damage: Simply, it adds 1D to the base damage.
Light Suppression: For all the lamers out there who want to sacrifice all style points, this modification exists. There are two ways to make this modification work. One is to "dim" the light made bay the saber, and sacrificing 1D of base damage, and the other is to tune it to the UV or IR spectrums. If the later is the case only certain aliens or humans wearing goggles (or using Shift Sense) would be able to see the blade.
Sound Suppression: Another one for those without style. This modification reduces the famous hum of a lightsaber. With this modification a Perception roll of Difficult is required to detect the user with sound.
Non-Metal Construction: This is rebuilding the saber from scratch with non-metal components to help fool scanners. A Very Difficult Sensors roll is required to detect such a weapon.
Ooze: This modification is the ultimate (IMHO) in style points. Through using at least three different gems of different colors and set up with a special modulation, the colors within the blade create an "oozing like pattern" similar to a lava lamp. Although there probably aren’t any practical uses, there are tales of Jedi using the blade to hypnotize a target.
Part X: Lightsaber Dueling
Have you ever noticed how boring lightsaber duels can get in the RPG? They have none of the flair, excitement, or fun from those epic duels in the films. West End Games has successfully reduced the most grand aspect of Lucas’ masterpiece to an annoyingly redundant series of strikes and parries. So . . . here are a few optional rules to add a little fun and excitement to your lightsaber duels.
Step One: Initiative
Both combatants roll initiative as usual. Also the winner gains a +1D bonus to strike or parry for the next round for every full 7 points his roll exceeds the loser’s roll. Dueling rewards the aggressive.
Step Two: Declare Actions
The winner of the initiative sets the pace and chooses to either attack, defend, or maneuver. Strikes, parries and dodges are handled same as usual . . . the major change comes with maneuvers (other, often strategic, actions taken instead of attacking).
Maneuvers:
Maneuver: Table Fighting
Description: Attacker (winner of initiative) decides to move to higher ground and jumps on top of a table or other similar structure.
Mechanics: Roll Dex with a difficulty of 15. Failure means you fall flat on your face (not a good place to be during a duel)!
Effect: While atop a table opponent’s strike difficulties are raised by 5.
Maneuver: Telekinetic Leap
Description: Attacker uses the Telekinesis power to propel himself into the air.
Mechanics: Moderate to Difficult Alter roll, depending on user’s mass, as-well-as a Dexterity or Acrobatics roll of 15.
Effect: This maneuver can be used to either remove himself from combat (full dodge), shoot straight up and take defender by surprise (and make it much more difficult to parry), or another creative use.
Maneuver: Stair Fighting
Description: Not so much a maneuver as a location for a duel. One combatant is on a higher stair and the other (of course) is on the lower.
Mechanics: Whoever is on the higher stair adds +1D to strike rolls and whoever stands on the lower is at a better angle to defend and adds +1D to parry. This is only really useful when you A) know your opponent’s strike/parry roll is so low the extra 1D won’t help and B) when you’re shooting for Cinematic Bonuses (see below).
Effect: Following every attack the defender must make a Moderate Dexterity check to avoid tripping and falling down (up) the stairs!
Maneuver: "Forcing"
Description: No, this is not a new, fantastic power . . . it is a battle of strength and will to push (or "force") an opponent’s blade back onto him (if you don’t fight two-handed, give it up).
Mechanics: Ok . . . this one gets a bit complex but I’ll try and make it as simple as possible. If the attacker of the last round was parried and wins initiative for the next round (and is on the same plane as the defender, i.e. not on a table, stairs, etc.) he may use the "forcing" maneuver. Both attacker and defender roll strength. The difference between the two rolls are considered "points" and are awarded to the winner of the contest. The first person to score 20 points wins (see below). If the difference of the strength rolls was less than 20 the struggle continues to the next round. Roll initiative again. The winner gets to decide whether to continue the "forcing." If the winner was the attacker last round he may break the struggle without penalty, if the winner was the defender last round he may only break the struggle by scoring 20 points (see below). If the fight continues, both characters must make a Stamina check (Easy the first round and increasing 5 points every round thereafter). A failure means you are too exhausted to put up a fight and give in. The other character automatically gains 20 "points" and wins the contest (again, see below). If both fail, its a stalemate and the contest is broken up. If both combatants make the Stamina check, the contest continues as usual, both roll Strength (as above). The winner of the strength roll first subtracts this round’s "points" from his opponent’s total and then adds the remainder to his. The first to 20 wins.
Effect: If the attacker wins, the defender cuts into himself doing standard damage (typically 5D, exceptions being modified sabers). If the defender wins, he overpowers and throws the attacker away. In this case the loser must make a dexterity check to avoid falling down.
Maneuver: Feint/Attack
Description: The character "fakes" an attack to throw off his opponent’s balance and then runs his saber home.
Mechanics/Effect: The winner of initiative takes the role of attacker and declares the Feint/Attack maneuver (or declares 2 strikes and slides a piece of paper to the GM declaring his true actions in the case of two players dueling). The attacker is taking 2 actions this round and must adjust his dice pool accordingly (-1D to both actions). The first roll is for the feint. Attacker rolls his strike versus his opponent’s total in Perception and Sense. If the attacker wins, his opponent took the bait and is off balance for the real attack. On the attacker’s second, real attack, he rolls strike -1D (multiple actions) plus the amount his feint succeeded by. The defender must now defend the attack as normal, with a -1D penalty for multiple actions due to taking two defensive actions, even if the first wasn’t real (he sure thought it was). If the feint is not successful, the defender recognizes the attempt as being fake and doesn’t bother defending against it. On the second, real attack he may defend without penalty.
Maneuver: Feint/Dodge
Description: Attacker feints an attack in a direction he wishes the defender to go and then moves around him, much like a matador fighting a bull. He fakes the attack and when the defender steps forward and braces to parry, the attacker may take advantage of the situation and move around (behind) him. This can be useful when trying to make an escape, embarrass your opponent (spin behind and slash his belt, revealing his Power Ranger boxer shorts to the Galaxy), trick him into a dangerous environment (spin behind and kick him into a lava pit), etc.
Mechanics/Effect: Similar to Feint/Attack. Attacker rolls a feint (as above) and if successful he adds the difference to his dodge (or acrobatics to flip over an opponent, or whatever’s appropriate). Failure has the same effect as above.
Maneuver: Flip/Kick
Description: An unarmed defender grabs his attacker’s wrists (usually during an over-hand strike), falls to the floor rolling onto his shoulder blades, and kicking the attacker over himself. This maneuver is especially useful when defending with your back to a cliff.
Mechanics/Effect: The defender must make a successful brawling parry versus the attacker’s weapon skill plus 5 with a 1D penalty for multiple actions, followed by a moderate Dexterity check (no penalty, this is considered a reflex action) to fall an roll without touching the saber, and then a brawling strike (difficulty 5 for being point blank) with the 1D penalty. If successful, the victim must roll Strength versus kicking damage (as usual) and also make a Stamina check versus damage to avoid being disarmed.
Maneuver: Disarm
Description: The player attempts to remove the saber from his opponent’s hands. This can be done one of two ways: 1) he hits the lightsaber so hard it flies from his opponent’s hands or 2) he skillfully "wraps" his blade around his opponent’s, gaining leverage and prying it from his opponent’s hands.
Mechanics/Effect: The first way can be accomplished by making a "called strike" to the saber instead of the defender (this is often accomplished as a Feint/Attack because the defender must parry instead of dodge for it to work). Attacker rolls strike at a difficulty of 25 (for a standard lightsaber). If parry is attempted but unsuccessful than the defender is automatically disarmed. If the parry is successful, the attacker rolls strength versus the defender’s strength plus the amount the parry was successful by. If the attacker wins, his opponent’s saber goes flying (and possibly damaging the user or an innocent bystander). If the defender wins, combat continues as usual.
To disarm using the second method, a Jedi uses the specialization Lightsaber: Disarm. The attacker rolls his specialization plus Sense versus his opponent’s Lightsaber plus Control. If attacker wins, the defender is disarmed. This is useful when trying to disarm Wookkiee size Jedi.
Step Three: Roll Dice and Determine Outcome
Step Four: Roll Initiative Again
When you’re on a roll, its hard to slow you down. If you were the attacker you gain +1D to initiative for the next round. Also, you gain +1D to initiative if you stay in the game by parrying all incoming attacks instead of dodging.
Cinematic Rules:
Some players like to keep things as real as possible while others wish to recreate Highlander style duels. These rules are for the later. Whenever a players does something worthy of a MacLeod (as determined by the GM), he gains a bonus to his strikes and parries for that round (or next if the occurrence came at the end of the round). Anything worthy of style or originality should be rewarded.
Here are a few examples:
A witty remark/insult => +1 pip - +2D
Use of an "Ooze" saber => +1D
Cinematic Maneuvers (Table Combat) => +2 pips
Acrobatic Maneuvers (Acrobatic Dodges) => +1D
Saying, "There can be only one!" => Automatic loss
Part XI: Adventure Ideas
Soon to be completed (feel free to submit any ideas you may have).
Part XII: The Powers
Force Powers (Official)
CONTROL POWERS
Absorb/Dissipate Energy TotJ 41, 2RPG 148, 2R&E 142
Accelerate Healing TotJ 41, 2RPG 148, 2R&E 143
Concentration TotJ 41, 2R&E 143
Contort/Escape TotJ 41, ACAD 42, 1RPG 72
Control Disease 1RPG 76, 2R&E 143
Control Pain TotJ 41, 2RPG 148,2R&E 143
Detoxify Poison TotJ 44, 2R&E 144
Emptiness TotJ 44, 2RPG 148, 2R&E 144
Enhance Attribute TotJ 44, THR 55
Force of Will TotJ 45, ACAD 44
Hibernation Trance TotJ 45, 2RPG 148-149, 2R&E 144
Instinctive Astrogation Control TotJ 46, FFTR 77-78
Rage TotJ 46, DESB 68-70
Reduce Injury TotJ 46, 2RPG 149, 2R&E 144
Remain Conscious TotJ 47, 2RPG 149, 2R&E 144
Remove Fatigue TotJ 47, ACAD 44
Resist Stun TotJ 47, 2RPG 149, 2R&E 145
Short-Term Memory Enhancement TotJ 47, THR 56
SENSE POWERS
Beast Languages TotJ 48, ACAD 44
Combat Sense TotJ 48, THR 56
Danger Sense TotJ 48, THR 56
Instinctive Astrogation TotJ 48, FFTR 78
Life Detection TotJ 49, 2RPG 149, 2R&E 146
Life Sense TotJ 49, 2RPG 149-150, 2R&E 146
Life Web TotJ 49
Magnify Senses TotJ 49, 2R&E 146
Postcognition 2R&E 146
Predict Natural Disaster ACAD 45
Receptive Telepathy TotJ 49, 2RPG 150, 2R&E 146
Sense Force TotJ 50, 2RPG 150, 2R&E 147
Sense Force Potential TotJ 50, ACAD 45
Sense Path TotJ 50, FFTR 78-79
Shift Sense TotJ 51, ACAD 45
Translation TotJ 52, ACAD 46
Weather Sense TotJ 52, ACAD 46
ALTER POWERS
Bolt of Hatred TotJ 87
Dark Side Web TotJ 87
Injure/Kill TotJ 52, 2RPG 150, 2R&E 147
Telekinesis TotJ 52, 2RPG 151, 2R&E 147
CONTROL AND SENSE POWERS
Farseeing TotJ 53, THR 56
Life Bond TotJ 54
Lightsaber Combat TotJ 54, 2RPG 151-152, 2R&E 148
Projective Telepathy TotJ 55, 2RPG 152, 2R&E 148
CONTROL AND ALTER POWERS
Aura of Uneasiness TotJ 87, ACAD 50
Accelerate Another’s Healing TotJ 55, 2RPG 152, 2R&E 148
Control Another’s Disease TotJ 55, 2R&E 148
Control Another’s Pain TotJ 56, 2RPG 152, 2R&E 149
Control Breathing TotJ 56
Detoxify Poison in Another TotJ 56, ACAD 46
Electronic Manipulation TotJ 87, ACAD 50
Feed On Dark Side TotJ 56, FFTR 79
Force Lightning TotJ 57, THR 58
Inflict Pain TotJ 57, THR 58
Place Another in Hibernation TotJ 57, 2R&E 149
Remove Another’s Fatigue TotJ 57, ACAD 46
Return Another To Consciousness TotJ 57, 2RPG 152, 2R&E 149
Transfer Force TotJ 57, 2RPG 152, 2R&E 149
Waves of Darkness TotJ 87
SENSE AND ALTER POWERS
Dim Other’s Senses TotJ 64, THR 59
- Force Wind TotJ 88, ACAD 50
Lesser Force Shield TotJ 65, ACAD 46
CONTROL, SENSE AND ALTER POWERS
Affect Mind TotJ 58, 2RPG 152, 2R&E 149
Battle Meditation TotJ 58
Control Mind TotJ 59, THR 58
Create Force Storms TotJ 60, DESB 70
Doppleganger TotJ 60, DESB 70
- Drain Life Energy TotJ 88, ACAD 50
- Drain Life Essence TotJ 60, DESB 71
Enhanced Coordination TotJ 62, THR 59
Force Harmony TotJ 62, DESB 70-71
Memory Wipe TotJ 88, ACAD 51
Projected Fighting TotJ 63, ACAD 47
- Telekinetic Kill TotJ 63, THR 59
- Transfer Life TotJ 63, DESB 72
SPECIAL FORCE POWERS
Force Scream TotJ 65, THR 59
Force Powers (Home-brew)
CONTROL
- Anger Kelly Kollman
- Blackness Traveller
Calculate Kelly Kollman
Calm Kelly Kollman
Cognitive Trance Mike (Leszek Karlik)
Enhance Skill Traveller
Forced Charged Strike Adam P. Graf
Heal Dave Barnhart, PC 199
SENSE
Blind Sense Kelly Kollman
Cyber Sense Dave Barnhart
Direction Sense Kelly Kollman
Radar Sense Peter Skanes
Sense Force Strength Kelly Kollman
Time Sense Kelly Kollman
Track Hyperspace Trail Kelly Kollman
Truth Sense Kelly Kollman
ALTER
Cell Burst Dave Barnhart, PC 199
Empower Weapon Dave Barnhart
Light Dave Barnhart, PC 199
Null Gravity Dave Barnhart, PC 199
Power Drain Dave Barnhart, PC 199
Project Force Kelly Kollman
Raise/Lower Temperature Dave Barnhart, PC 199
Resonate Kelly Kollman
Resonate Material Kelly Kollman
Strengthen Object Andrew Jackson
Warp Matter Andrew Jackson
CONTROL AND SENSE
Anticipation Jason Zanon
Blaster Combat Peter Skanes
Call Animal Dave Barnhart
Daisho Combat Author Unknown
Death Sense Kelly Kollman
Disguise Traveller
Eyes of Eagle Dave Barnhart
Ka Dave Barnhart
Mediation Kelly Kollman
Mental Translocation Andrew Jackson
Share Senses Kelly Kollman
Speak with Machines Dave Barnhart
CONTROL AND ALTER
Control Weather Dave Barnhart
Fertilize Dave Barnhart
Force Explosive Eric Lee Cline
Force Transduction Andrew Jackson
Heal Another Dave Barnhart, PC 199
Lightwhip Combat Dennis Merrill
Precipitate Kelly Kollman
SENSE AND ALTER
Affect Emotions Dave Barnhart
Commune with Machines Dave Barnhart
Commune with Nature Dave Barnhart
Empower Self Dave Barnhart
Greater Force Shield Dave Barnhart
Group Mind Dave Barnhart, PC 199
Induced Sleep Chris Erickson
Precipitate Kelly Kollman
Raise/Break Morale Dave Barnhart
Remove Force Print Andrew Jackson
Sense Weight Kelly Kollman
Sensory Overload Dave Barnhart, PC 199
Storytelling Dave Barnhart
Thermogenesis Dennis Merrill
CONTROL, SENSE, AND ALTER
Block Force Ability Eric David Lichtens
Cleansing, The Mike Overbo
Conduit Traveller
Control Animal Dave Barnhart
Corporal Translocation Andrew Jackson
Create Gravity Wells Dave Barnhart
Create Homunculus Andrew Jackson
CyberLocke Dave Barnhart
Dark Side Dissipation Mike Gagne
Eclipse Dave Barnhart
Force Bolt Dave Barnhart
FZOOOK B.J. Terry
Light Boomerang Combat Dennis Merrill
Transmutation RPGML, Author Unknown
Vampirism Jens-Arthur Leirbakk
SPECIAL FORCE POWERS
Sense Disturbance Kelly Kollman
Legend:
TotJ—Tales of the Jedi Companion
DESB—Dark Empire Sourcebook
FFTR—Galaxy Guide 9: Fragments From The Rim
MTSB—The Movie Trilogy Sourcebook
RPGML—Star Wars Role-playing Game Mailing List
2RPG—Star Wars Role-playing Game (2nd Edition)
THR—Thrawn Trilogy Sourcebook
1RPG--1st Edition Star Wars Role Playing Game
2R&E--2nd edition Star Wars Role Playing Game, Revised & Expanded
ACAD—Jedi Academy Sourcebook
PC—Power adapted from the Planets Collection
Generally considered Dark and not endorsed by the Academy
Control Powers
Anger
Control Difficulty
: Very Easy => Dark Sider
Moderate => Light Sider
Time to use: One round
Warning: A Jedi who uses this power gains a Dark Side Point.
Effect: To use this power, a character concentrates all of his negative feelings, and touches the Dark Side of the Force momentarily. This imparts a +1D bonus on all rolls for the next two rounds. The Dark Side is finicky as the bonus could at one time be 6 and at another time be 1.
Blackness
Control Difficulty: Moderate
Required Powers: Force lightning, injure/kill, eclipse
Note: This power can only be used by characters who have been
consumed by the Dark Side.
This power can be kept "up."
Effect: This power enshrouds a Dark Jedi in a camouflaging veil of
the Dark Side. The power roll is added to the difficulty of any Sense
roll of a power attempting to detect the presence of the user of this
power. It also subtracts 2D from any skill attempts to perceive
them, or 4D if the power roll succeeds by 15 or more. The power
causes people to overlook the user as he or she blends into the
surroundings and any smells or sound emanating from them are muffled.
The user of this power still may make skill checks as usual while the
power is "up." (i.e. at a -1D penalty). However, the user may not
use combat oriented Force powers while this power is kept "up." (e.g.
lightsaber combat, combat sense, injure/kill, telekinetic kill,
inflict pain, etc.).
This power does not affect electronic life-form sensors.
Calculate
Control Difficulty: Moderate => Simple Equations
Heroic => Complex Equations
Time To Use: One minute
Required Powers: Concentrate, perceptive trance
Effect: Using Jedi meditation techniques, this allows a Jedi to calculate high-order equations with the aid of the Force. The equations can be solved or, under certain special case situations, approximated, using standard Jedi meditation techniques. This is usually done as a training exercise.
Calm
Control Difficulty: Easy => Relaxed without Dark Side Points.
- Increase difficulty one level for every Dark Side Point the character has.
Time to use: One round
Effect: This power calms the Jedi, giving him an enhanced defense against the Dark Side. The Jedi receives a bonus of +4 to all rolls for the next two rounds and an extra bonus of +4 to resist the effects of powers called upon by Dark Side servants.
Cognitive Trance
Control Difficulty: Easy
Time to use: 1 minute
This power can be kept "up."
Effect: Jedi uses control of his inner Force to enter the
specific trance. His thinking process is hastened, and he may absorb
information much faster (from datascreens, voicetapes set on very
high speed or by other methods), i.e. he reads even faster than Mon
Calamari - just scrolls the text very, very quickly.
Force Charged Strike
Control Difficulty: Moderate => 1D max charge
Difficult=> 2D max charge
Very Diff=> 3D "
Heroic => 4D "
40 => 5D "
45 => 6D "
50 => 7D "
etc. up to Control dice equals damage
Required Powers: Emptiness or Rage, Absorb/Dissipate Energy
Effect: Through total concentration, a Jedi is able to deliver a single, devastating blow to an opponent. It takes one action for every die of charge before the strike to charge a fist or any other striking body part i.e. foot, knee, elbow, or forehead. Upon a successful hit the damage is delivered. This can also be used with brawling parry.
Heal
Control Difficulty: Very Easy => Stunned
Easy => Wounded, Wounded Twice
Moderate =>