CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun May 18, 2014 8:18 am Post subject: |
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But where's the fun in that? If George had decided to put a scene in one of the films where someone threw a grenade at a Jedi, I very much doubt that it would've been scripted as the Jedi using TK to lock the grenade in the thrower's hand. It's way more in keeping with visual and cinematic nature of Star Wars to picture a grenade come flying at the Jedi and suddenly shoot straight up into the air and explode 100 meters overhead.
I have no problem limiting the Jedi in other ways; MAPs are a great one (in the form of mass stormtroopers firing from multiple direction, overloading the Jedi's ability to parry them) and are consistent with the films (Ayla Secura and Ki-Adi Mundi both got this version of Order 66). I even agree that grenades fired from grenade launchers (i.e. traveling much faster than a thrown grenade) could not be affected by TK (to do so would require some form of TK that includes a Sense component, so that the Jedi could perceive things not normally perceivable by his normal senses). I just don't think this restriction on TK is appropriate when compared to the other things Jedi can do, both in the game and the films. It feels arbitrary and poorly thought out on WEG's part. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Bobmalooga Commander


Joined: 13 Sep 2010 Posts: 367 Location: The south...
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Posted: Sun May 18, 2014 8:44 am Post subject: Some of the powers that we used in my game universe... |
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The Telepathy in the game was more like telepathy traditionally is, we just limited it to 10 word messages. Telekinesis is pretty much the same as it is in the game.
We found writeups for Force Leap, Force speed and Force push that we liked but some of the home made or gamer created powers we used in my games and they were never traditionally taught powers, but rather a couple of things that players ran into over the years, extreme wild force talents or concepts introduced via holocrons (which I allowed as a teaching tool at the cost of 10cp per power learned...)
Here is our version of 'Regenerate', 'Jaunt' and 'Pyrokinesis' (The last of which I made up after Luke used it in one of the EU novels.
Regeneration
Required Powers:
Hibernation Trance, Emptiness, Accelerate Healing, Control Pain, Reduce Injury, Life Detection, Life Sense, Telekinesis
Control/Sense/Alter Difficulty
Control Difficulty
20 for Level 1, 25 for Level 2, 30+ for Level 3, 50 for Level 4
Sense Difficulty
See Control
Alter Difficulty
See Control
Required Time to Use:
One week per level of regeneration per limb or organ regenerated.
Use:
This power allows the Jedi to regrow lost digits, limbs and even organs that a Jedi has lost due to anything from disease to combat. By entering a meditative trance the Jedi is able to literally channel the Force through their body to facilitate the cellular division needed to regenerate the body parts in question. This is not a cheap power as it costs 1 force point per level to activate and use the power (Thus regenerating at level 4 costs 4 force points...) also the Jedi spends 1 week per level in an emptiness trance while regenerating the lost limbs or organs.
Examples of the power levels are as follows: Level 1 use is limited to digits or external extremities. Fingers, toes, facial region (ears, nose, lips), breasts and genitals (as well as other unmentionables). Level 2 use is limited to minor regions of the body such as hands or feet (to the wrist or ankle), jaw line and teeth, eyes and backside as well as minor damage to the spine. Level 3 use is limited to significant regions of the body such as an arm or leg (to the elbow or knee) significant but unnecessary organs (such as the Gall Bladder, Appendix and lining of the stomach) as well as significant and permanent muscle or bone damage. Level 4 use of the power is limited to extreme regions of the body such as an arm or leg (up to the shoulder or hip) or significant organ loss (stomach, intestinal track, kidneys, liver, tumors and heart).
It should be noted that this power is not 'Resurrection' and doesn't allow someone to survive a wound that would logically kill them, this is also not a combat oriented power at all and not for use in combat situations. It is not quick or easy and as stated above and it comes with a significant cost to the player. This power assumes that the player survived the wound and is on the mend whether in a hospital, Jedi temple or in the cargo hold of your favorite stock light freighter.
Jaunt
Required Powers:
Absorb/dissipate energy, accelerate another’s healing, accelerate healing, control another’s pain, control pain, emptiness, farseeing, hibernation trance, instinctive astrogation, life detection, life sense, magnify senses, projective telepathy, receptive telepathy, remain conscious, return another to consciousness, sense force, shift sense, telekinesis, transfer force
Control/Sense/Alter Difficulty
Control Difficulty
Heroic+10 + (2x proximity/relationship)
Sense Difficulty
Heroic+10 + (2x proximity/relationship)
Alter Difficulty
Heroic+10 + (2x proximity/relationship)
Required Time to Use:
1 round to prepare + "travel time" of power
Use:
This wild force talent developed on a small, backwater planet named Sol-3 by the descendents of a lost Jedi outbound program ship.
The talent allows the character to teleport across distances, both great and small, the power is somewhat dangerous as it actually takes time to travel extraordinary distances much like hyperspace does. The character travels via the force as though he/she had a x5 Hyperdrive. Note that nearby gravity wells and other celestial phenomena have no effect on this power. The proximity and relationship modifiers are based on the furthest extent of intended distance, declared before the skill roll is made and familiarity with the destination. If the Jedi has never been to the location and is light-years away he'd better pack a sacked lunch and bring a Snickers bar. Much like Emptiness, Jaunting assumes that once you got in and could get back out, the truth of the matter is that there are Jedi who've Jaunted and never been seen again.
*All proximity and relationship rolls are halved while using a 'jaunt' belt, its a crude focusing device much like a lightsaber in that it allows the character to capture and harness the force for the purpose of facilitating the Jaunt. Construction of a Jaunt belt is considered to be a Heroic+30 Jedi Lore roll unless the player is specifically trained to do it, it's a lost art and should be treated like Lightsaber construction.
Pyrokinisis
Control/Alter Difficulty
Control Difficulty
20/Proximity; Limited to line of sight
Alter Difficulty
Perception or control roll of target, material strength of non-living object (GM’s discretion)
Use:
Effect: This power allows the Jedi to create flames and fire at a distance and without the aid of tools or a catalyst. The Jedi reaches out with the Force and shakes the molecules of the object creating so much friction that it bursts into flames. Since this power is Force-generated, it can be Force-repelled using absorb / dissipate energy.
The flame starts as though it literally, spontaneously combusts. Pyrokinetic flame does 1D of damage for each 2D of alter the user has (round down: a character with an alter of 5D would cause 2D intensity flame)
Warning: A character using this power to attack gains a dark side point. _________________ No matter where you go, there you are... |
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