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Old 03-06-2012, 01:51 PM   #11
Gnome
 
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Default Re: [Yet another GURPS Star Wars Thread] Jedi/Sith Template

I like it. I've made a very similar template for my own star wars game.
One thing I've done differently is to introduce a Force Talent which aids in use of force powers as well as cinematic skills (blind fighting, precognitive parry, mental strength, etc.). I made it 15 points/level, but I even included Force Sword as one of the skills in the Talent. Instead of Unusual Background, I just added Trained by a Master as a required advantage to open up cinematic skills, many of which fit Jedi skills perfectly.
Also, most Jedi seem to have Detect (Force Phenomena). I call this a "Common" phenomenon, but GM's call of course.
Finally, you might consider Alternative Abilities (P11) to reduce the cost of expensive powers like Enhanced Time Sense, Mind Control, etc. I think of TK level as a Jedi's (or Sith's) "raw power level," so I allow all other abilities to be purchased as alternative abilities to TK. For example, if a character has TK 10 (Force, -10%) [45], he can buy Precognition (Force, -10%; Alternative Ability, x1/5) [5]. However, it's probably okay to just let a PC buy any force ability as an alternative ability of any other.

I really like that you put Visualization on there--I left that out of my template, but I think I'll add it in!
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Old 03-06-2012, 05:11 PM   #12
Phantasm
 
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Default Re: [Yet another GURPS Star Wars Thread] Jedi/Sith Template

Personally, I'd split the Force into three or more aspects: ESP, Psychokinesis, and Electricity (or Dark Side, if you wish), as there are (in the Expanded Universe) canon folks who are strong in ESP but lacking in telekinetic potential (hi, Corran Horn!).

For ESP and Psychokinesis, I'd just use the abilities from Psionic Powers as written, substituting the Force for the Psionic power source (the pricing doesn't change).
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Old 03-06-2012, 05:35 PM   #13
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Default Re: [Yet another GURPS Star Wars Thread] Jedi/Sith Template

One thing Force PK powers seem to have in common is that they're not that good at fine manipulation, it's almost always a raw power thing. And even then, pushing it requires some concentration, which looks like a perfect fit for the PP Extra Effort rules.

For anything but the Rebellion-era, I'd create a basic template that contains most abilities, with little to none points to add to the advantages themselves. Up until Master level, the characters are mostly differentiated by their skills. Which are capped by a small set of Force talents.

There's room for Unusual Background(unique force talent), as some Jedis seem to have peculiar gifts (Bastila Shan, Quinlan Vos etc.). I'd be considering Unique Background(strong in the force), but I'm not sure about the costs and flaws of this.

Unusual Background(Dark Side) costs 0 CP, of course. You could use all the points from an appropriate disadvantage towards your force powers. Could be a limitation for only using that if you fail a control roll, but for simplicity's sake I'd call that purely background fluff.
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