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Jedi Rules
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Kytross
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PostPosted: Fri Feb 23, 2018 9:59 am    Post subject: Jedi Rules Reply with quote

I want to get all the rules for making and running Jedi characters together in one place. Here's what I have so far, let me know what I'm missing.

Definitions


- Force Skills refers to Control, Sense, and Alter

- Force Powers refers to the different things you can do with your force skills.


Jedi Creation

- When you choose to be force sensitive you immediately get a second force point.

- At character creation your first 1D of each force skill comes from your attribute dice.

- You learn one force power when you learn your first 1D in a force skill.

- At character creation you can increase your force skills using skill dice. Skills can only be increased by 2 dice at character creation, giving you a maximum of 3D per force skill.

- You learn one force power every time you improve a force power by +1 pip with a teacher. That's 3 powers per 1D of improvement. How many, and which powers you start with is at your GM's discretion.

- Powers that use more than one force skill, cost that many powers. Telekinesis uses one skill, alter, it costs one power. Lightsaber Combat uses two skills, control and sense, it costs two powers. Affect Mind uses all three skills, control, sense, and alter, it costs three powers.


Running a Jedi


- Powers that use more than one skill can be rolled in separate combat rounds at no penalty. For instance, Affect Mind uses all three force skills. The player can roll each skill in consecutive combat rounds at no multiple action penalty.

- When a skill is kept up it incurs multiple action penalties. Once you activate Affect Mind, from the previous example, all actions the player takes are at -3D. Once the power is dropped the penalty is dropped.


Last edited by Kytross on Wed Mar 21, 2018 8:21 pm; edited 1 time in total
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garhkal
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PostPosted: Fri Feb 23, 2018 5:32 pm    Post subject: Reply with quote

Quote:
- You learn one force power every time you improve a force power by +1 pip with a teacher. That's 3 powers per 1D of improvement. How many, and which powers you start with is at your GM's discretion.


To me, that whole 'learn one force power every improvement' is ONCE the game's started, not during character creation..
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MrNexx
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PostPosted: Sat Feb 24, 2018 9:24 am    Post subject: Reply with quote

garhkal wrote:
Quote:
- You learn one force power every time you improve a force power by +1 pip with a teacher. That's 3 powers per 1D of improvement. How many, and which powers you start with is at your GM's discretion.


To me, that whole 'learn one force power every improvement' is ONCE the game's started, not during character creation..


Yes, but that distinction is never made in text.
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Kytross
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PostPosted: Sat Feb 24, 2018 9:34 am    Post subject: Reply with quote

It's also a maximum number of force powers. I specifically stated that the GM could regulate that.
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garhkal
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PostPosted: Sat Feb 24, 2018 12:09 pm    Post subject: Reply with quote

MrNexx wrote:
garhkal wrote:
Quote:
- You learn one force power every time you improve a force power by +1 pip with a teacher. That's 3 powers per 1D of improvement. How many, and which powers you start with is at your GM's discretion.


To me, that whole 'learn one force power every improvement' is ONCE the game's started, not during character creation..


Yes, but that distinction is never made in text.


True, its not defined which way it should be, but reading it "Improving earns you X when with a teacher" it certainly seems the more valid reading, than it coming in on cha creation...
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Kytross
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PostPosted: Sat Feb 24, 2018 1:11 pm    Post subject: Reply with quote

If a player invests a lot of skill die in force skills at character creation, then I am going to give them powers so they can use those skills. Otherwise they have just needed themselves instead of getting a trade off.
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Naaman
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PostPosted: Fri Mar 09, 2018 6:57 pm    Post subject: Reply with quote

garhkal wrote:
MrNexx wrote:
garhkal wrote:
Quote:
- You learn one force power every time you improve a force power by +1 pip with a teacher. That's 3 powers per 1D of improvement. How many, and which powers you start with is at your GM's discretion.


To me, that whole 'learn one force power every improvement' is ONCE the game's started, not during character creation..


Yes, but that distinction is never made in text.


True, its not defined which way it should be, but reading it "Improving earns you X when with a teacher" it certainly seems the more valid reading, than it coming in on cha creation...


Meh... the background of the character could include an NPC Master, or even that the character's career begins with the death of the master who taught him what he knows, and now he's out to find a teacher to complete his training. Too easy to get around the "when you have a teacher" thing.
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garhkal
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PostPosted: Fri Mar 09, 2018 11:52 pm    Post subject: Reply with quote

Naaman wrote:

Meh... the background of the character could include an NPC Master, or even that the character's career begins with the death of the master who taught him what he knows, and now he's out to find a teacher to complete his training. Too easy to get around the "when you have a teacher" thing.


That's assuming your DM is ok with jedi pc's starting with a master in their backround, even if they are dead..
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Raven Redstar
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PostPosted: Sat Mar 10, 2018 10:42 pm    Post subject: Reply with quote

I've had a few characters.

The most interesting was a character whose master turned to the dark side. He tried to recruit my character, who turned him down. The master tried to kill him, and the character barely escaped with his life.
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Naaman
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PostPosted: Sun Mar 11, 2018 2:38 am    Post subject: Reply with quote

garhkal wrote:
Naaman wrote:

Meh... the background of the character could include an NPC Master, or even that the character's career begins with the death of the master who taught him what he knows, and now he's out to find a teacher to complete his training. Too easy to get around the "when you have a teacher" thing.


That's assuming your DM is ok with jedi pc's starting with a master in their backround, even if they are dead..



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