[Yet another GURPS Star Wars Thread] Jedi/Sith Template
This is a template for PCs I've made for a planned Starwars game set in the Old Republic days, though disregarding any cannon concerning the future of the setting. It's supposed to represent a jedi competent enough to have become a full knight (not a padawan anymore), with basic capabilities in mystical insight, mind trickery, and combat. Someone able to take out some mook with a blaster with little to no trouble.
I'm using Powers for force powers and prefer to keep to RAW with options rather than using some homebrew subsystem. I'd like to know if there is some force power every jedi or sith should have that I've missed. Jedi Knight/Sith Template (408 to 518 points): DX 11 [20] IQ 12 [40] Will 14 [10] HT 12 [20] Basic Speed: 7 [25] Combat Reflexes [15] Danger Sense (Force Power, -10%) [14] Energy Reserve 6 (Force Powers) [18] Enhanced Dodge 1 (Force Power, -10%) [14] (Dodge 12, 14 with Acrobatic Dodge) Enhanced Parry 3: Lightsaber (Force power, -10%) [14] (Parry 16) Fit [5] Force Push: Crushing Innate Attack 6d (Double Knockback, +20%; Increased Range [Half 20m/Max 50 m], +0%; No Signature, +20%; Costs Fatigue 1, -5%; Force Power, -10%; No Wounding, -50%) [15] Intuition (Force Power, -10%) [14] Luck (2/day; Game Time, +0%; Defensive, -20%; Force Power, -10%) [21] Mind Control (No Memory, +10%; Force Power, -10%; Hearing Based, -20%; Suggestion, -40%) [17] Patron: Jedi Order (30 points; Frequency of Appearance: 15 or less, x3) [90] (Optional) Resistant: Jedi Mind Tricks (Common; +3 to Resist) [5] Resistant: Metabolic Hazards (+3 to Resist; Force Power, -10%) [9] Signature Gear: Lightsaber [8] Social Regard 2: Jedi Knight (Respected)/Sith (Feared) [10] Telekinesis 6 (Increased Range [Full Strength up to 10m, Half Strength up to 20 m], +5%; Force Power, -10%) [29] Unusual Background: Jedi/Sith Training [5] Unusual Background: Force Sensitive [5] Visualization (Reduced Time 7, +140%; Force Power, -10%) [22] Weapon Master: Lightsaber [20] (Optional) Perks: No Nuisance Roll: Precognitive Parry* [1] Weapon Bond (Lightsaber) [1] Skills: Autohypnosis 12 [1] Meditation 12 [1] Melee Weapon (Lightsaber) 18 [28] Precognitive Parry 16 [20] *this is really only to avoid time wasting die rolls in combat |
Re: [Yet another GURPS Star Wars Thread] Jedi/Sith Template
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You might want to add Perfect Balance(Obi-Wan v. Anakin over the lava field). Precognition is another possibility. Oh, forgot the Armoury specialized in Lightsabers. a master has to build his own. You ought to check the Force Swordsmanship Style in Martial Arts. |
Re: [Yet another GURPS Star Wars Thread] Jedi/Sith Template
Looks good. Some possible additions:
Empathy Super Jump (maybe with Catfall) Timed Defense Diplomacy if you're not the GM, make sure they're OK with No Nuisance Rolls for Precog Parry. By RAW you wouldn't be able to do this in combat. Great as a houserule for a more cinematic flavor, though. FWIW, our group is running Clone Wars jedi, mostly using GURPS Psionic Powers for Force abilities with the word Psionic crossed out and Force written in crayon. Works quite well. |
Re: [Yet another GURPS Star Wars Thread] Jedi/Sith Template
I'm the GM.
Ok Empathy should really be there, or atleast Sensitive + Detect Lies skill. Should ad diplomacy to skills for Jedi, maybe intimidate for Sith. I used Danger Sense as poor mans Precognition, players will have 600 or so points for their characters so there's room for customization if they want the full advantage. Is Timed Defense from Psionic Powers? What does it do? I'm torn on the Super Jumping, mostly really because it's alot of points an I don't want jedi players to feel weighted down with expensive powers of fairly limited utility compared the 'normals'. |
Re: [Yet another GURPS Star Wars Thread] Jedi/Sith Template
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Super Jump is only 10 pts a level and I couldn't see going for more than 2 levels. I'd defniitiely want it for my character. I'd expect a basic Jedi Master to have more TK. Perhaps around 11 or 12 levels so he could TK lift ...say a couple of rocks and an R2 unit.. Nothing like Yoda of course. |
Re: [Yet another GURPS Star Wars Thread] Jedi/Sith Template
Can one get by with, effectively, Power Blow applied to any ST based activities for a lot of the force-powered stuff? Certainly the jumping can be done that way. Landing. . .not so much, since that tends to be HT-based. Move is based on DX and HT, rather than ST, so the really fast stuff doesn't work with Power Blow there.
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Re: [Yet another GURPS Star Wars Thread] Jedi/Sith Template
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Re: [Yet another GURPS Star Wars Thread] Jedi/Sith Template
For jumping, I would do this instead of Super Jump:
Flight (Move 7; Force Power, -10%; Cannot Hover, -15%; Requires Surface, -20%) [15] "Requires Surface" is described in GURPS Powers, p. 50. The end result is pretty close to identical to Super Jump 4 (Force Power, -10%; Maneuverable, +50%) [56], but gives a leaping distance of 35 yards instead of Super Jump's 42 yards. In both cases, you could drop the distance a bit for cheaper. |
Re: [Yet another GURPS Star Wars Thread] Jedi/Sith Template
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Re: [Yet another GURPS Star Wars Thread] Jedi/Sith Template
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I'm pretty sure he was referring to using Flying Leap. |
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