12-16-2013, 12:29 PM | #1 |
Join Date: Oct 2008
Location: Campos dos Goytacazes - RJ - Brazil
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[DF] Jedi Knights?
DF 14 introduces the Mentalist, a psionic template for dungeon fantasy.
DF 15 shows various paths to build 250 delvers. Finally, Pyramid Magazine #3/51 brings the Psi-Sword. With those sources at hand and some inspirations in mind, is that viable to build a Jedi Knight-like in a DF game? I mean a type of Swashbuckler with psionic powers and a cool energy sword, not the straight-up intellectually brilliant Mentalist. After all, they're shaved head anyway. |
12-16-2013, 12:45 PM | #2 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: [DF] Jedi Knights?
A Jedi should be doable. If your GM allows One Skill Only Imbue with No Die Roll Required to turn your weapon of choice into a blade of pure energy, you even get the lightsaber!
Everything else can come from the Mentalist, Martial Artist, and Knight lenses. |
12-16-2013, 01:03 PM | #3 |
Join Date: Nov 2009
Location: Oregon
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Re: [DF] Jedi Knights?
My preferred approach to the Lightsaber (in DF) would be to treat it as a Gadget-based Innate Attack. This does preclude combining it with Imbuements, but you can easily replace those with using the Power Stunt rules, or buying Alternative Attacks for tricks you'll be using frequently (such as throwing it and having it return to hand - a simple Ranged attack with the Nuisance effect that it might get "dropped" a long distance away on a Critical Miss).
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12-16-2013, 01:37 PM | #4 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: [DF] Jedi Knights?
My preferred method is to give the aspiring Jedi Magery 0 and bend the rules to let a Jet spell be enchanted on a wand/rod instead of jewelry, and giving said rod of whatever a level or two of the Power enchantment so he only needs to spend FP for big attacks.
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12-16-2013, 01:46 PM | #5 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [DF] Jedi Knights?
While all three methods (Imbue, Innate Attack, Jet spells) produce something sort of like a lightsaber, true, may I ask why you guys prefer them to simply using the psi-sword, which is a Force*-powered lightsaber in every way . . . and, in fact, was designed to fill exactly that role?
* Where "The Force" = "psi," which I think it clearly does. :)
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
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12-16-2013, 01:55 PM | #6 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [DF] Jedi Knights?
Quote:
Back in the day, I was running a 3e fantasy game where the concept was "the heroes of old." I wanted everyone to build a 750-point archetype -- unique characters, but in the style of Conan, Merlin, Robin Hood, etc. One player wanted to build a Jedi using psionic powers, and I thought it was a nifty enough idea that I allowed it. Never had any problems; after all, Jedi are "heroes of old" -- just from a very long time ago and from a very long ways away.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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12-16-2013, 03:20 PM | #7 |
Join Date: Oct 2009
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Re: [DF] Jedi Knights?
The real question is how you adapt Psi-Swords, which assume multiple distinct forms of psionic abilities, to a hack and slash game where Psi is all one thing.
And since we're talking about Jedi, should Weapon Master be allowed? I'd be against when using typical force swords, but it seems less broken and appropriate here. |
12-16-2013, 03:47 PM | #8 | |
Join Date: Nov 2009
Location: Oregon
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Re: [DF] Jedi Knights?
Quote:
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12-16-2013, 05:20 PM | #9 | |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: [DF] Jedi Knights?
Quote:
The framework for using the (Whatever) Jet spell + Power existed back in 3e and the reduced enchantment costs from DF made it a (more) viable option.
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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12-16-2013, 05:23 PM | #10 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [DF] Jedi Knights?
Except for the "Bottomless Containers" at 11+ lbs, what reduced cost? $20/point is the cost for second hand items given in GURPS Magic.
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Tags |
dungeon fantasy, star wars |
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