Weapons - The Star Wars Expanded Universe Timeline Conversion Jedi Acade… · Weapons . Guard...
-
Upload
nguyennhan -
Category
Documents
-
view
328 -
download
10
Transcript of Weapons - The Star Wars Expanded Universe Timeline Conversion Jedi Acade… · Weapons . Guard...
Weapons Guard Shoto Lightsaber Model: Lightsaber Tonfa Type: Melee weapon Scale: Character Skill: Lightsaber Cost: 7,000 Availability: 4, X Difficulty: Moderate Damage: 4D Game Notes: A character with the appropriate skill specialization gains a +5 bonus to all parry rolls made when wielding the shoto by its secondary handle. However, his attacks also suffer a -3 penalty unless the shoto is wielded by the primary handle. If an attackin character misses the difficulty number by more than 10 points (the base difficulty; not their opponent’s parry total), the character has injured himself with the lightsaber. Source: The Force Unleashed Campaign Guide (page 96), Jedi Academy Training Manual (page 50) Archaic Lightfoil Type: Lightfoil Scale: Character Skill: Lightsaber Cost: 4,500 Availability: 4, R Damage: 5D Game Notes: Lightfoils are more common in the Knights of the Old Republic era than in other eras, and are more reliable, and are likely to do as much damage as a lightsaber. However, gamemasters should be aware that these advantages are not available for characters desiring the weapon anytime outside the Knights of the Old Republic era, given that the art of making quality lightfoils is soon lost. Source: Knights of the Old Republic Campaign Guide (pages 64-65), Jedi Academy Training Manual (page 50) Lightfoil Type: Lightfoil Scale: Character Skill: Lightsaber Cost: 10,000 Availability: 4, X
Damage: 3D to 4D damage depending on the method of construction. Game Notes: On a roll of 1 on the wild die, the beam flickers and fades. Repairing the weapon takes two hours and a Moderate lightsaber repair roll. Source: Lord of the Expanse – Sector Guide (page 47), Jedi Academy Training Manual (page 50) Archaic Lightsaber Model: Primitive Lightsaber Type: Melee weapon Scale: Character Cost: 1,600 Availability: 4, X Difficulty: Difficult Damage: 5D Game Notes: Archaic lightsabers are attached to a belt-worn power pack by a cable, and weight about 3 kilograms. They are unwieldy and cumbersome compared to modern lightsabers, and the difficulty of all Lightsaber skill rolls made to parry with them are increased by +5. If an attacking character misses the difficulty number by more than 10 points (the base difficulty; not their opponent’s parry total), the character has injured himself with the lightsaber. Source: Power of the Jedi Sourcebook (page 62), Jedi Academy Training Manual (page 51) Dual-Phase Lightsaber Model: Dual-Phase Lightsaber Type: Melee weapon Scale: Character Cost: 6,000 Availability: 4, X Difficulty: Difficult Damage: 5D Game Notes: A dual-phase lightsaber has an adjustable blade length. They can be set for either standard length (130 cm) or more than double the normal length (300 cm). This doesn't increase damage, but it does increase the reach of the wielder to 4 meters. If an attacking character misses the difficulty number by more than 10 points (the base difficulty; not their opponent’s parry total), the character has injured himself with the lightsaber. Creating a dual-phase lightsaber adds +5 to the difficulty of the lightsaber repair roll made to construct it. Source: Power of the Jedi Sourcebook (page 55), Jedi Academy Training Manual (page 51)
D
TSSCADDGdaddcAthS C
TSSCADDGliliupab
Dueling Lig
Type: Melee Scale: CharaSkill: LightsaCost: 3,000 Availability: Difficulty: DiDamage: 5D Game Notedesigned to battack bonusdifficulty numdifficulty; nocharacter haApply normahe lightsaber
Source: Jedi
Crossguard
Type: Melee Scale: CharaSkill: LightsaCost: 4,000 Availability: Difficulty: DiDamage: 5D Game Notesightsaber aightsaber inunwieldy agpenalty to sucan attacking by more tha
ghtsaber
weapon cter
aber
4, X ifficult
es: The dube wielded os. If an attacmber by morot their oppas injured hial damage tr. Academy Tr
d Lightsabe
weapon cter
aber
4, X ifficult s: The extraattacks, gran such caainst rangedch lightsabercharacter m
an 10 points
ueling lightone-handed,cking characre than 10 poponent’s parmself with to the chara
raining Manu
er
a short bladanting a +ases. Howevd attacks, ir blocks and
misses the diffs (the base
saber hilt , granting a +ter misses toints (the barry total), tthe lightsabeacter wieldi
ual (page 52)
e helps blo+2 bonus ver, it’s alincurring a
d deflectionsfficulty numb difficulty; n
is +1 he
ase he er. ng
)
ock to
lso -2
. If ber not
thindaSo53 G MTyScCoAvDDGrethpotoa chthophiSo55 LoTyScSkloCoAvDDGligexanusadbothwhesp
heir opponenjured himseamage to theource: Jedi 3)
Great Lights
Model: Great ype: Melee wcale: Characost: 5,200 vailability: 4ifficulty: Difamage: 5D+ame Notes:
each up to 3hicker than ower. Howe
o wield it pro -1D penaltyharacter mishan 10 poipponent’s paimself with tource: Powe5), Jedi Acad
ong-Handlype: Melee wcale: Charackill: Lightsab
ong-handle liost: 4,500 vailability: 4ifficulty: Difamage: 5D+ame Notesghtsaber xceptionally nd allows tse a fightingdvantage oody movem
he amount owith the wea
e has the pecialization
nt’s parry telf with the e character wAcademy Tr
saber
Lightsaber weapon cter
4, X fficult +2 : Great light300 centimenormal, gra
ever, only ovoperly, normy when wiesses the difnts (the baarry total), tthe lightsabeer of the Jed
demy Trainin
e Lightsabweapon cter ber: ghtsaber
4, X fficult +2 : A long-ha
has large hathe characteg style that tf leverage
ment to incrof damage dapon, as lonappropriate
n. If an attac
total), the c lightsaber. Awielding the raining Manu
tsabers haveeters long aanting greateversized spe
mal-sized chaelding it. If fficulty numase difficulthe characte
er. di Sourcebong Manual (p
ber
andle an
ndle, er to takes
and rease done
ng as skill cking
character haApply norm lightsaber. ual (pages 5
e blades thand are mucer reach an
ecies are abaracters suffe
an attackinmber by mor
ty; not theer has injure
ok (pages 5page 52)
as mal
2-
at ch nd le er ng re
eir ed
4-
character misses the difficulty number by more than 10 points (the base difficulty; not their opponent’s parry total), the character has injured himself with the lightsaber. Apply normal damage to the character wielding the lightsaber. Source: Legacy Era Campaign Guide (page 62), Jedi Academy Training Manual (page 53) Lightsaber Pike Model: Shadow Guard Lightsaber Pike Type: Melee weapon Scale: Character Cost: 4,000 Availability: 4, X Difficulty: Difficult Damage: 5D Game Notes: Lightsaber pikes increase the reach of the wielder by 2 meters but incur a -2 penalty on lightsaber parries and blocks. If an attacking character misses the difficulty number by more than 10 points (the base difficulty; not their opponent’s parry total), the character has injured himself with the lightsaber. Source: The Force Unleashed Campaign Guide (page 199), Jedi Academy Training Manual (page 53) Lightwhip Model: Lightwhip Type: Custom melee weapon Scale: Character Skill: Lightwhip Cost: 5,000 Availability: 4, X Difficulty: Moderate Damage: STR+3D+2 (maximum: 7D) Game Notes: Lightwhip is armed with lacerating tentacles formed from a Kaiburr crystal shard and Mandalorian iron. In addition to its use as a weapon, the whip grants its user a +1D bonus to rolls when attempting to trip or disarm opponents. Source: Gamer Magazine, Threats of the Galaxy (page 84), Jedi Academy Training Manual (page 53)
San-Ni Staff Model: San-Ni Staff Type: Powered melee weapon Scale: Character Skill: Melee combat: San-Ni staff Cost: 4,500 credits Availability: 4, R Difficulty: Moderate Damage: STR+1D (Max: 5D, rods) or STR+2D stun (Max: 7D, power couplers) Game Notes: By making the Moderate difficulty roll for both attacks, a character wielding this weapon may make 2 attacks without suffering the multiple action penalty. He must declare whether or not he intends to deal physical or stun damage for each attack before they are made. Rolling more than 10 below the Moderate difficulty results in the character being stunned for 1 round. This weapon may be used to deflect blaster bolts and parry lightsabers, as described in the lightsaber combat ability, with all difficulties increased one level. Source: Gamer Magazine Issue 10 (page 10), Jedi Academy Training Manual (page 53) Wan-Shen Model: Matukai Wan-Shen Type: Bladed polearm Scale: Character Skill: Melee combat Cost: Not available for sale Availability: 4 Difficulty: Moderate Damage: STR+2D to STR+2D+2 (varies by quality) Game Notes: Most Wan-Shens are designed to break down into smaller parts to allow for easy carrying. Source: Hero’s Guide (pages 123-124), Jedi Academy Training Manual (page 54)
Discblade Model: Zeison Sha Discblade Type: Thrown blade weapon Scale: Character Skill: Thrown weapons: discblade Cost: 500 (only Zeison Sha warriors may acquire this weapon legally, black market versions cost 2,000) Availability: 4, X Range: 3-20/50/200 Damage: STR+1D+1 Source: Hero’s Guide (page 122), Jedi Academy Training Manual (page 61) Flash Canister Model: R-9 Flash Canister Type: Flash grenade Cost: 100 Availability: 2, R Range: 2-5/10/30 Damage: Flash-blinding Game Notes: Anyone inside a 4-meter radius of the detonation must make a Moderate Perception roll not to be blinded for one round (they closed their eyes or looked away in time). Source: Jedi Academy Training Manual (page 61)
Equipment Dark Combat Jumpsuit Model: Dark Combat Jumpsuit Type: Dark armor Scale: Character Cost: 16,500 & 1 Force Point Availability: 4, X Game Notes: A heavily-padded jumpsuit that incorporates Cortosis weave, a material that deactivates any lightsaber that damages the wearer. Grants +1D+2 to Strength rolls made to resist physical and energy damage. This armor also grants its wearer +1D to Perception or Control rolls made to resist the use of Projective and Receptive Telepathy, and increases the difficulty of Life Detection and Life Sense used against the wearer by +3. Source: The Dark Side Sourcebook (page 61), Jedi Academy Training Manual (page 61) Dark Padded Battle Armor Model: Dark Padded Battle Armor Type: Dark armor Scale: Character Cost: 12,000 & 1 Force Point Availability: 4, X Game Notes: This armor provides the wearer with +2D to Strength rolls made to resist physical and energy damage. The armor is also imbued with Dark Side energy, granting the wearer a +1D bonus on rolls made to resist light side Force powers, or any Force power augmented by a light side Force Point. Source: The Dark Side Sourcebook (page 61), Jedi Academy Training Manual (page 61) Dark Heavy Battle Armor Model: Dark Heavy Battle Armor Type: Dark armor Scale: Character Cost: 37,000 & 2 Force Points Availability: 4, X Game Notes: This heavily-plated armor conveys +3D to Strength rolls made to resist physical and energy damage. It is imbued with Dark Side stealth to keep the wearer hidden (+1D bonus to Perception or Control rolls made to resist the use of Projective and Receptive Telepathy, and increases
Orbalisk Armor the difficulty of Life Detection and Life Sense against the wearer by +3) and increases Strength (+2 pips to the wearer's Strength when making skill or attribute rolls, or when rolling melee damage).
Type: Parasite armor Scale: Character Cost: Not for sale Availability: 4 Game Notes: Orbalisk infestation will cover a small host in 13 days, a medium host in 17 days,
Source: The Dark Side Sourcebook (page 61), Jedi Academy Training Manual (page 61)
and a large host in 21 days. The biochemical reaction created by the mixture of Dark Side
energy and orbalisk venom can be reflected in a Strength increase of +1 pips for every 20% of
coverage. Additionally, characters who are host to orbalisks can make natural healing rolls twice as often for every 20% of coverage (see below).
Orbalisk Coverage/Healing Rates
Wound Level None 20% 40% 60% 80% 100%
Wounded Once/Twice 3 days 2 days 1 day 12 hrs 5 hrs 3 hrs
Incapacitated 14 days 7 days 4 days 2 days 1 day 6 hrs
Mortally Wounded 35 days 18 days 9 days 5 days 3 days 2 days
The armor bonus granted by orbalisks depends on the degree of coverage they have on the host.
% of Coverage Bonus vs. Lightsaber Dexterity Penalty Move Penalty
10% +1 pip +2 pips -1 pip -0
20% +2 pips +1D+1 -2 pips -0
30% +1D +2D -2 pips -0
40% +1D+1 +2D+2 -1D+1 -2
50% +1D+2 +3D+1 -1D+1 -2
60% +2D +4D -1D+1 -2
70% +2D+1 +4D+2 -2D -4
80% +2D+2 +5D+1 -2D -4
90% +3D +6D -2D -4
100% +3D +6D -2D+2 -8
Source: The Dark Side Sourcebook (pages 67-68), Threats of the Galaxy (page 85), Jedi Academy Training Manual (page 62)
Jedi Light Battle Armor Model: Jedi Light Battle Armor Type: Personal armor Scale: Character Cost: 4,000 Availability: 4, X Game Notes: Adds +1D to Strength rolls to resist all forms of damage.
Source: Jedi Academy Training Manual (page 61)
JMBTSCAG+red1DSJ(AM B
MTSCAGkwS MMTSCAGfuuHS
Jedi Battle AModel: JediBattle Armor Type: PersonScale: CharaCost: 6,000 Availability: Game Note+2D to Strengesist all
damage, butD from the
Dexterity. Source: Powedi Sopages 55-5
Academy Manual (page
Blinding He
Model: WJ-8Type: Jedi traScale: CharaCost: 200 Availability: Game Noteskind of damwearing the hSource: Jedi
Medical BunModel: 8-2A Type: Jedi mSkill: First aidCost: 200 Availability: Game Notesunctions like
used on somHealing ForceSource: Jedi
Armor i Medium nal armor cter
4, X es: Adds gth rolls to forms of t subtracts e wearer's
wer of the ourcebook 56), Jedi
Training e 61)
elmet
80 Blinding Haining helmecter
4 s: Head: +1
mage. User chelmet in tra Academy Tr
ndle Medical Bun
medpac d
2 : Small enoue a normal mmeone curree power. Academy Tr
Helmet et
1 to Strengthcannot see aaining positioraining Manu
ndle
ugh to fit in medpac, butently using t
raining Manu
th against aanything whon. ual (page 63)
a utility belt it can only the Accelera
ual (page 63)
any hile
)
, it be
ate
)
FoMTySkCoAvGofdetrawis anshSinoODSo14PoAc Si
TySkCoAvGwtoeqthridcaSWSo
orce DetecModel: Gover
ype: Imperiakill: Sensorsost: 2,000 vailability: 4ame Notes:f the etector will ained ope
whether a su Force-sennd whether he has any ide Points ot how m
Operating a Fifficult sensoource: The 40), Gundarkower of thecademy Trai
ith Battle H
ype: Typical kill: Beast ridost: 5,000 vailability: 4ame Notes:
with armor, wo resist damquipped with
he rider, speders beast riannon (use WD6, pages ource: Jedi A
ctor rnment Issueal Force dete
4, X : Use Force tell a
erator ubject sitive, he or
Dark (but
many). orce detecto
ors check. Jedi Acadk’s Fantastice Jedi Sourining Manua
Harness
Sith beast bding
4, X A battle ha
which grantsmage. In ah a cockpit cial reins thiding skill rol statistics fo 231, 233, andAcademy Tra
e Force Deteector
or requires 5
demy Sourcc Technologrcebook (pal (page 63)
battle harness
arness provids +1D to its addition, thethat provide
hat add a 1Dlls, and a mo
or an E-Webd 263). aining Manu
ector Unit
rounds and
cebook (paggy (page 102age 56), Je
s
des the bea Strength role harness
es 3/4 cover t bonus to th
ounted blasteb blaster, se
ual (page 64)
a
ge 2), di
ast lls is to
he er ee
Subelectronic Converter Type: Biological-droid signal converter Skill: Medicine: cyborging (to install) Cost: 23,000 Availability: 4, R Cyber Points: 1 Difficulty: To install: Difficult Game Notes: Surgically installed into a subject’s head, the device translates the brain signals into binary commands understood by droids, and vice-versa. This allows Force users to use mind-affecting powers such as Affect Mind, Projective Telepathy and Receptive Telepathy on droids. As a side effect of the implant, however, the recipient suffers a permanent -1D penalty to willpower. Source: Jedi Academy Training Manual (page 64) Universal Energy Cage
nergy Cage
(restricted to legal governments)
gy cage encloses prisoner In a
Sourcebook (page 129), Gundark’s Fantastic Technology (page 74), Jedi Academy Training Manual (page 64)
Jedi
r, vehicles, starships, etc.). If s to convince a "gatekeeper"
hose personality is imprinted
ost: Not available for sale
of
then referred to as the coron. Using special organic s, the device can reproduce
Model: Imperial Universal EType: Enclosed prisoner transfer systemScale: Character Cost: 100,000 Availability: XMove: 15; 45 kmh Game Notes: Enerforce field with a Strength of up to 15D (unit only applies as much energy as necessary to restrain prisoner, so the energy level is often much tower when not being resisted). Somehow, the cage emanates a special type of energy that blocks Force energies and similar mental energies with an effectiveness of up to 15D. The unit has a special repulsor unit keeping the prisoner suspended in the center of the cage. This bottom mounted unit also supplies oxygen to the prisoner (there are no provisions for food and water; it is presumed that a Jedi will go into hibernation if he or she spends a long time in the cage). Source: Dark Empire
Jedi Holocron Type: Jedi holocron Cost: Not available for sale Availability: 4 Game Notes: Using the information provided by a holocron will grant a +2 pip bonus to repair and scholar skill rolls that have to do with Jedi-oriented equipment (lightsabers, jedi armoa character attempt(ie, the Jedi Master winto the holocron) to reveal information, he must roll a Very Difficult scholar: Jedi lore skill check. The character receives a +1 pip bonus for every Force point he has, and a -1 pip penalty for every Dark Side point he has. The gatekeeper is nothing more than a construct, and cannot be manipulated by the Force. Source: Power of the Jedi Sourcebook (pages 62-63), Jedi Academy Training Manual (pages 64-68) Sith Holocron Type: Sith holocron CAvailability: 4, X Game Notes: Thesedevices act as interactive storesinformation, most often used to retain the secrets of Force powers for future generations. The creator of the Holocron essentially transfers a portion of his personality into the object, and this sentient presence isgatekeeper of that Holcrystalline componentlight and sound wave information. Each Holocron focus on different aspects of Sith lore and powers. Source: Tales of the Jedi Companion (pages 79-80), Jedi Academy Training Manual (pages 64-68)
S
TCAGdFakPoaainS6 STSCADGindsocstoDthcDcwthc(
Sith Amulett
Type: Sith gaCost: Not avaAvailability: Game Notesdone by objForce increaany telekineskeeping the bPoint. Finallyof telekineticand Force daattack roll, hncurs one DaSource: Jedi 69
Sith Poison Type: Sith poScale: CharaCost: Not avaAvailability: Damage: 2D Game Notes:ntroduced tdart, etc). ucceed at a
of damage. character's aystem. Wheo spend a
Difficult willphat the chara
calls upon thDark Side Pcharacter mwillpower anhe poison
character canControl diff
auntlet amuleailable for sa4 : When weaects hurled
ases by +1Dsis-related ubetter result y, the user cac energy at a amage. Thishas a rangeark Side Poin Academy T
oison cter ailable for sa4 : Sith poisonthrough an Any charac Very DifficuAdditionally
anger until it enever the af
Force pointpower or conacter is overhe Dark SidePoint. To o
must make and/or control
when spenn use the Deficulty: Diffi
et ale
aring this am by the use
D. The user cse of the altand gaining
an unleash a target, dealis uses alter fe of 2-5/10/2nt.
Training Man
ale
n can be eithinjury (woucter so po
ult Strength roy, the pois has been dfflicted charat, he must ntrol roll. Farpowered bye instead – overcome ta total of fi rolls to resisnding Forceetoxify Poisoncult) in ad
mulet, damaer through tcan also rerter Force sk one Dark Si razor-thin bng 5D slashifor the rang
20 meters an
nual (pages 6
her ingested, und, injectiooisoned muoll or suffer 2on feeds t
driven from hacter attempmake a Ve
ailure indicaty his anger anthus gaininghe poison, ive successst the effects e Points. Tn Force pow
ddition to h
age he
roll kill, de olt ng ed nd
68-
or on, ust 2D he his pts ery tes nd
g a a ful of he
wer his
noefrothca(AAldomFoSoAc Si
TyCoAvGrethVecofincuSoAc
ormal willpoffects of the olls to determhis can take an only be crAlter difficultlter difficultyose is creat
made, the perorce Point anource: The Dcademy Trai
ith Scroll
ype: Sith scrost: Not avaivailability: 4ame Notes:
eader be famhrough pre-eery Difficult ontains 16D nds the infumulative 1%ource: Gamcademy Trai
ower or Co poison, andmine his lev some timereated with tty: Heroic). Fy number is ed. No mattrson makingnd gains a DDark Side Soining Manua
roll ilable for sal
4 To read a Smiliar with
established clanguages r scrolls. Theformation h% per scroll r
mer Magazineining Manua
ontrol roll wd use the betvel of succe. Sith poisonthe AlchemyFor every 5 p exceeded, ter how ma
g the poison ark Side Poi
ourcebook (pl (page 59)
e
ith scroll reqthe Sith lan
character knoroll. A Sith libe chance thahe is searchresearched. e Issue 5 (pl (page 69)
when resistintter of the twss. Obviousln is rare, any Force powepoints that than addition
any doses ar must spend nt. page 65), Je
quires that thnguage, eitheowledge, or brary typicalat a charactehing for is
page 66), Je
ng wo ly, nd er he nal re a
di
he er a lly er a
di
C S
TPDPSSSBObitBoepMSS STPDBPSSSCScemd
Creature
Shyrack
Type: Avian pPlanet of OriDEXTERITY PERCEPTIONSearch 6D STRENGTH 3Special AbiliBite: Does STOverwhelm: brawling attat in attackingBlind: Shyracof scent anenvironment physical concMove: 11 (flySize: Up to 2-Source: Jedi
Storm BeasType: ReptiliaPlanet of OriDEXTERITY 2Brawling parrPERCEPTIONSTRENGTH 6Stamina 8D Special AbiliClaws: Do STSonic Blast: Tcone of deeveryone in meters. Thodamage.
s
predator igin: Korriba1D+2 N 4D
3D+2 ities: TR+1 damag
A shyrack ack rolls for eg a target. ck are blind,nd echoloc and track pcealment wh
ying) -meter wing Academy Tr
t an predator igin: Malach2D+2 rry 3D+2, sonN 3D+1 6D
ities: TR+2 damagThe storm b
estructive so the cone’s
ose caught
an
ge. gains a +each allied s
relying on acation to nprey. As suchen searchin
span raining Manu
hor V
nic blast 4D
ge. east can emonic energys blast to ain the blas
+2 bonus oshyrack joini
a combinationavigate thech, they ignong for a targe
ual (page 140
mit a 45-degry that targea range of st take 3D+
on ng
on eir
ore et.
0)
ree ets 10
+2
FoanMSiSo Te
TyPlDPESeSTSpClTeArFaWFodiMSiSo
orce-Sensitivnd drenched
Move: 10 ize: 2 metersource: Jedi A
erentatek
ype: Dark Silanet of OrigEXTERITY 2ERCEPTIONearch 4D TRENGTH 7pecial Abilitlaws: Do STReeth: Do STRrmor: +3D aast Healing:
Wound level eorce Resistairectly agains
Move: 14 ize: 6 metersource: Jedi A
ve: Storm bed in the Dark
s tall Academy Tra
de monster gin: Korriban
2D N 2D
D+2 ties: R+3D damaR+5D damagagainst physic
Terentatek aevery 7 roun
ance: Any atst a terentate
s tall Academy Tra
easts are Fok Side.
aining Manu
n
age. ge. cal and enerautomaticall
nds, until it is ttempts to uek suffer a -2
aining Manu
orce-sensitiv
ual (page 144
rgy attacks. ly recover on Killed.
use the Forc2D penalty.
ual (page 146
ve,
4)
ne
ce
6)
F GAwRcEohoopitdaroaOmthdudthpmaS IlCpSARsteTEmthcotr1ilSA
Force Pow
Grenade DeAlter Difficweapons or gRequired Pocombat senseEffect: This pout through himself againopponent maor grenade, power and ats intended defense allowagainst an atoll as a reac
as telekinesisOnce an attamissile weaphat number
difficulty numuser’s roll ideflected offhe grenade
path. If the more, then that the attackeSource: Jedi
llusion Control Diproximity. Sense DifficuAlter DifficultRequired Penses, life elepathy, rec
This power mEffect: Charamanifest imahose who p
cause physicothers to makrue nature. 0,000 metellusion takesSource: DarkAcademy Tra
wers
efense culty: Easy grenade roll.owers Da: ne, telekinesispower allow the force nst an incomakes an attathe Force u
attempts to k course. Iws a Force ttacker’s grenction skill. Ts cannot beacking charapons skill ro to an Easy mber for theis successfuf course. Tscatter diagcharacter behe grenade oer. Academy Tr
ifficulty: M
ulty: Moderaty: Target’s coowers: Affe detection,ceptive telepa
may be kept uacters with ages that serceive themcal harm, tke mistakes Maximum
ers from thes complete ck Side Sourcaining Manua
plus attac
nger sense, s
ws the Force to telekine
ming grenadack with a muser reachesknock the exIn game te user to usenades or mihis differs fr
e used as a acter makesoll, the gamdifficulty to e alter roll. ul, then th
The gamemaram to deteeats the diffior missile is
raining Manu
Moderate,
ate, modifiedontrol Per or cect mind, d life sensathy, sense Fup. the power oseem compm. These illhough they if they do n
m range for e user. Moncentration
cebook (pagal (page 15)
cking miss
life detectio
user to stretetically defende. When
missile weaps out with hxplosive off
erms, grenae his alter rissile weaporom telekines reaction sks a grenade
memaster addetermine t If the Fore grenade aster may u
ermine its neiculty by 10 directed ba
ual (page 14)
modified
d by proximitception. dim anothese, projectiForce.
of Illusion cpletely real lusions cann
y might cauot realize thean illusion
Maintaining n. es 15-16), Je
sile
on,
tch nd an on his of de
roll ons sis
kill. or
dds he
rce is
use ew or
ack
)
by
ty.
er’s ive
an to
not use eir is an
edi
IllSeRediprseThEfafillpomocSo LiCoAlRecoteThEfonFoinofinacseththcofonuboprcoSo M
CocoSeAl
lusion Bonense Difficuequired Poim another’rojective teleense Force. his power mffect: A Jedfter she halusion (as peower is activ
may hear anccupying theource: Jedi A
ink ontrol Difficlter Difficultequired Powontrol anothelepathy, projhis power mffect: This pn another Foorce. It allow
n a cooperatif success. A
nsofar as all ccept their hensitive charhough with ahree peopleombined effoor every two umbered peonus. For rovide a +3Dooperating wource: Jedi A
Masquerade
ontrol Difficontrol roll ense Difficulter Difficult
d ulty: Difficultowers: Magn’s senses, liepathy, rece
may be kept ui may choo
as already er the illusionvated in add
nd see objee same spaceAcademy Tra
culty: Easy, mty: Moderatewers: Enhanher’s pain, jective telepa
may be kept upower allowsorce user to cws the two tive effort to
Any number members o
help. In gamracters to usan added boe to provideort, the Jedi Jedi coopererson joininexample, s
D to their avwill add 3D+Academy Tra
e
culty: Easy o
ulty: Moderatty: Moderate
, modified bynify Senses, ife detectioneptive telepa
up. se to activa
cessfullsuc yn Force powdition to illuscts as thoue as the illusaining Manu
modified by e, modified bnce attribute,transfer Forathy, life sen
up s a Jedi to focreate a bonto use the Fachieve a gr of Jedi may
of the group e terms, linkse combinedonus. Insteae a +1D b can receive rating. An ang will onlysix Jedi cooverage, thoug1. aining Manu
or opposing
te e
y proximity Affect mindn, life sensathy, illusion
te this powey created a
wer). Once thsion, the Je
ugh she wersion. ual (page 14)
proximity by proximity , control painrce, receptiv
nse,
ocus his minnd through thForce togethereater chancy join the linare willing t
k allows Forcd action roll
ad of requirinbonus to th a +1D bonu
additional ody add a +operating wgh seven Je
ual (page 15)
Perception o
d, e, n,
er an his di re
n, ve
nd he er ce k, to ce ls, ng he us dd +1 will
di
or
Required Powers: Affect mind, dim another’s life sense, projective
he has created. This
ontrol Difficulty: Moderate. Increase difficulty by t verbalize the thoughts he is
sts, the difficulty is
pathy
llows a Jedi to communicate istances through the
her own thoughts, and
lter difficulty: Difficult wo rounds
p. r, a Jedi reaches out
down the molecules
sight. If the alter roll succeeds, then the body strength of the object is
not produce its own
roximity
lty: Difficult, Modified by proximity
instinctive astrogation, instinctive
h the fold, transporting them If the object being
re in the galaxy, or may vanish entirely.
r illpower roll.
oderate, modified by proximity.
gnify senses,
t. Force user to force a
erson to a petrified
senses, life detection, telepathy, receptive telepathy, sense Force, illusion This power may be kept up. Effect: This power allows a Jedi to enfold herselfwith an illusion that he or sillusion changes the appearance of the Jedi allowing her to effectively disguise herself. This power takes the place of the disguise skill for all practical purposes. However, no disguise is perfect, and an opponent can see through the illusion with an opposed Perception or control roll. If the opponent’s skill beats the Jedi’s control roll, then the opponent realizes that the appearance is an illusion. If the opponent’s skill roll exceeds the Jedi’s roll by 10 or more, then the opponent can devise the Jedi’s true appearance. Source: Jedi Academy Training Manual (page 15) Perfect Telepathy C+5 if the Jedi cannotransmitting (he is gagged, doesn’t want to make a sound). Modified by proximity. Sense Difficulty: Easy if the target is friendly and doesn’t resist. If the target resithe target’s Perception or control. Modified by relationship. Required Powers: Receptive telepathy, life sense, projective teleThis power may be kept up. Effect: This power awith his comrades over dForce. It allows him to communicate beyond emotions and short phrases to communicate sentences or complicated ideas. This power may be “kept up” to continue sending thoughts and ideas through the Force for several rounds in order to maintain conversation. A target will immediately understand that the mental messages are notthat they belong to the user of the power. If the Jedi does not identify himself, the target may not know who is projecting the thoughts to her. This power can only be used to communicate with other minds, and cannot exercise any level of control over them. Source: Jedi Academy Training Manual (page 18) Cryokinesis ATime to use: TThis power may be kept uEffect: Using this powethrough the Force, slowing around an object, drawing heat away from it, and causing its temperature to drop rapidly. Generally, this has the benefit of making an object more brittle and prone to damage. In game terms, a Jedi may select one object within 20 meters and within line of
decreased by -1D (minimum 1D). For every +10 the Jedi beats the alter difficulty, the body strength decreases an additional -1D. If the Jedi selects a living being as the object, the being is not immediately frozen, as would an inanimate object which doesheat. Rather, the living being takes 4D+2 damage, and the Jedi receives an immediate Dark Side Point. Should the target become frozen to the point of death, then the body will become completely frozen and more brittle. Source: Jedi Academy Training Manual (page 25) Fold Space Alter Difficulty: Very Difficult, modified bypSense DifficuRequired Powers: Magnify senses, life sense, life detection, astrogation control. Time to use: Five minutes Effect: This power allows a Jedi to bend space and send objects througwithout aid of transports.moved through the fold in space is a container or starship, any object or being within the container, vehicle, or ship is also moved. The difficulty is variable based on a number of factors. First, the alter and sense difficulties are dependent on the proximity to the final destination of the object or person. Second, the size of the fold in space also may create an additional burden on the Jedi. Increase the difficulty +5 for objects weighing one to ten kilograms, +10 for objects 11 to 100 kilograms, +15 for objects 101 kilograms to one metric ton, +20 for objects 1,001 kilograms to ten metric tons, +25 for objects 10,001 to 100 metric tons. If the Jedi fails the roll by 15 or more, then the object is lost in the fold in space and may be anywheSource: Jedi Academy Training Manual (page 25) Memory Walk Control Difficulty: Easy or opposed control owAlter Difficulty: MRequired Powers: Control pain, hibernation trance, life detection, life sense, mareceptive telepathy, projective telepathy, affectmind, dim another’s senses. This power may be kept up. Warning: A character who uses this power gains an immediate Dark Side PoinEffect: This power allows a person to relive their worst memories. This mental attack is capable of reducing a pstate as they are filled with horror and despair. The power forces a person to experience the full sensation of terrible memories and brings back the full vivid detail of horrendous nightmares. This power was often used by Sith in combat to reduce
thepthInstademscaAforeinS T
CARsteWaESodbththcthitbracaum
he fighting eenemies. Opower in inteheir victims. n game teruccessfully, asks at han
distress the taexperiences movement rucceeds by
completely pactions or moAlternatively, or interrogaeplace tnterrogation Source: Jedi
Thought Bo
Control DiffiAlter DifficulRequired Penses, life selepathy.
Warning: A an immediateEffect: This iSith power. Tof the Dark Sdrawing in beings. Thhreaten to hought bom
capable of nhoughts, butt to no morebomb affectsadius and in
character’s Sattribute (unluse control tmay increase
effectivenessther Force uerrogation s rms, when the target cnd, given target is expea -2D to all
reduced by y 10 or mpetrified witove. this power
ation. In ththe spec for all skill r Academy Tr
omb
iculty: Very Dlty: Opposedowers: Affesense, recep
character we Dark Side Pis one of theThe power cSide into a hthe life esshese destrucrush any m
mb achievenot only drt also decimae than dust.s all sentiennflicts damagStrength attrilike most Foo resist the e the range
s and fightingusers have eettings to m
this powercannot concethe emotioneriencing. T skills, and half. If th
more, then th fear and
can be usedhis case, thialization
rolls. raining Manu
Difficult d Perception ect mind, dptive telepat
who uses thiPoint.
e rarest and can concentrhorrible vortsence of neuctive telepmind in its
es sufficientraining a peating one’s b In game t beings witge that is noibute, but thorce powers
thought bom by increasi
g spirit of theemployed th
mentally tortu
r is activatentrate on tnal pain an
Thus, the targhas his or h
he control rthe target can take n
d on a captihe power w
intimidatio
ual (page 27)
roll dim anothethy, projecti
s power gai
most dreadrate the powtex capable earby sentiepathic wav wake. If tt force, it erson of thebody, reduciterms thoug
thin a 4 metot resisted byheir Perceptio, Jedi may nmb). The Sng the contr
eir his ure
ed he nd get her roll
is no
ive will on:
)
er’s ive
ins
ed wer of ent ves he is
eir ng
ght ter y a on
not ith rol
diinthdaruboMdaatannothphstatalrewatmreatma ThPsruamtochSuwagresuIf throalboSo FoCoMmAlReTiEfanina hatoBedrbounthchal
ifficulty +5 ncreased. If hought bombamage, follules. Howevomb is calcu
Mental damaamage. Itttributes (Knd Technicaormal Dama
he damage, hysical woutunned, remttributes. Wll mental aemove 2D
wounded chattributes. C
mental attribeduces all mttributes are
may choose o die to randohey may bsychotic killunner, 5. mnesiac. If to reduce allharacter immurviving cha
will recover bgainst a natuecover 1D eucceeds. a character
hought bomboll his Perceplter roll to avomb. ource: Jedi A
orce Repaiontrol Diffi
Moderate for mortally woun
lter Difficultequired powime to Use: ffect: This isn extremely
ndividuals of silicone baave a unique
o match thecause Sharoid-like bododies not niverse. Th
hey are evenhanges to thllowing the d
for every there are mub ritual, it wlowing stanver, all damulated as meage is not t reduces
Knowledge, al). Gamemage Resistan though the
unds. Any moves one
Wounded chaattributes.
from mentaracters remCharacters rbutes reducmental attribu reduced to one of the eomly determ
become a 1ler, 3. RavinParanoid
the thought bl mental at
mediately diearacters whoby rolling theural healing
each time, if
r fails the cob is beyond hption to resisvoid being c
Academy Tra
r culty: Easy
capacitatin ended characty: Moderatewers: TelekinSpecial s a very rarey small gro the Shard spased-life forme and curiou
heir unique ards live modies, they havailable torough their
n able to reahe state of tdamaged dro
2 meters ultiple Sith p
will also increndard comb
mage done bental damage
calculated the characPerception,
masters shoulnce Charts foe characters character w pip fromaracters remIncapacitatetal attribute
move 3D froreaching Ki
ced by 4D. utes by 5D. 1D, then theffects listed
mine the char1. Drooling ng lunatic, madman, bomb is powttributes to es. o suffer meeir Perceptiog chart, and f the natura
ontrol difficuhis own con
st damage agconsumed b
aining Manu
for woundeed charactercters. e inesis, concen
e power onloup of Fopecies. The m in a cry
us connectionand curiou
ost of theirhave an inso any engiconnection
ach out andtheir droid hoid body to h
the range performing thease the altebined actioy the though
e. like physic
cter’s ment Mechanicald consult thor calculatin do not tak
who becomem all mentmove 1D fromed charactees. Mortalom all mentilled have a Killed + If all ment
e gamemastebelow, or roracters statu
imbecile, 4. Frightene6. Harmles
werful enoug0D, then th
ental damagn (or contro will mentalal healing ro
ulty, then thntrol and mugainst his owby the though
ual (page 28)
ed characterrs, Difficult fo
ntration
ly available torce sensitiv Shards, bein
ystalline formn to the Forcus existencr lives withsight to thesineer in thto the Forc
d make subthousing, eveheal. In gam
is he er
on ht
cal tal al, he ng ke es tal m rs lly tal all
+5 tal er oll us. 2.
ed ss gh he
ge ol) lly oll
he ust wn
ht
.
rs, or
to ve ng m, ce e. in se he e,
tle en
me
terms, when damaged, the Shard may spend time in dedicated concentration to make natural healing rolls for damage done to the droid body. This power allows them to follow the natural healing rules as described on pages 98-99 of The Star Wars Roleplaying Game, Second Edition Revised and Expanded. Once the power is successfully activated, the gamemaster should consult the charts and
he above text blocks were converted by the community at the Rancor Pit Forums
guidelines on the natural healing chart. However, instead of the resting prescribed by page 98, the Shard must spend its time in dedicated meditation, slowly using the Force to mend the broken connections within its body. Further, instead of rolling the droid body’s Strength attribute, the Shard must use its control roll to see if it successfully heals.
Thttp://www.rancorpit.com/forums