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Post by Whitewing on May 23, 2005 15:03:00 GMT -5
I just started working on these today. This is an initial write up of some concepts. The Force: Mastery of the Force: AN Force Lightning +1 - x2 damage Substitute Mastery for Speed +1 Battle Meditation +1 – Like leadership, the force user can add their force stones to others attacks to aid them, or to take away stones from an enemies attack. Enhance Senses +1 – force user can add AN to Intelligence for thing involving perception. Stealth +1 – A variant of affect mind, this allows the force user to move undetected. Jump +1 – Allows the force users to use the force to jump large distances. Sense the Force +1Drain Energy +2Telepathy: AN -1 (Must have Mastery of Force and can’t be higher than the Force AN) Empathy +1 Cause Pain +2 Illusions +1 Control Others +2 Project thoughts +1 – Aka Mind trick, or affect mind Translation +1- using the force to help learn other languages as the force user hears them. Cause Fear +1 Telekinesis: AN +1 (Must have Mastery of Force and can’t be higher than the Force AN) Choke +1 – this is like the weapon modifier for TK. Force Field: AN (Self only, Must have Mastery of Force and can’t be higher than Force AN) Healing: AN +1 (Must have Mastery of Force and can’t be higher than the Force AN) Lightsaber Combat: AN Duel Wield +2 - 1 weapon modifier is HALVED and added to the other to give a total of (+7), rounding fractions down. Lightsaber Defense +2 (Must have Mastery of Force) Can deflect blaster bolts. If the defense stones are greater than the attacking stones, then the bolt is reflected back at the target of their choosing. The attack against the target is half of the defense stones, plus the weapon modifier for the blaster bolt. If the stones for defense and attack are equal, the bolt is reflected but not at the target. Prescience: AN +2 (Must have Mastery of Force and can’t be higher than half the Force AN) See: murpg.proboards19.com/index.cgi?board=House&action=display&thread=1062125723The Lightsaber: +5 weapon, ignores Armor (like toughness)Double-sided Lightsaber: +7, ignores armor, must have duel wield to useForce Points: Light side vs Dark side Every character starts with 2 force points and no dark side points. A force point adds 4 stones to any action when used. However, if a character calls upon the dark side, then a force point will add 8 stones and the character will get a dark side point added to their character. Non force users are limited to 5 force points total, but force using characters have no limit. For force using characters, if a character gains dark side points equal to half of their mastery of force AN, then they are tainted. If their dark side total equals their mastery of force AN, then they become a dark side character. Once a full dark side character, the more they use dark side points, the more of a toll it takes on their person. For every two dark side points above their mastery of force AN, they will lose one stone from their physical skills (Agility, Speed, Strength or Durability). (edit to add in suggestions)
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Post by Neros on May 23, 2005 15:52:25 GMT -5
I dont no much about how that Force point stuff work...
But Wouldent Telepathy and Telekinesis be another part of the Force (or thats how i see it).
But it seems fine enough that its split into more than one action...
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Post by Whitewing on May 23, 2005 15:57:26 GMT -5
From a balance aspect, I wanted them off on their own. Helps to keep the cost of the Force skill down a bit to start with, and people can ignore them if they want later.
Especially since Telepathy really has many different options to it.
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Post by Manticore on May 23, 2005 16:40:50 GMT -5
Remember the Dark side...
Force Lightning- Force Blasts, 2x dmg. (Must have mastery of force)
Drain Energy (must have mastery of force)- this doesn't appear in the films, but it DOES appear in the official Star Wars RPG, and who am I to quibble?
Cause Fear (must have mastery of force)- likewise, this appears in the RPG.
Also, Jedi can become self-contained life-forms... for about 3 days.
Jedi do not use their telepathy to read minds. They think it is immoral. In fact, the more Jedi come to rely on the force, the closer they come to falling for the Dark side.
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Post by Whitewing on May 23, 2005 16:53:16 GMT -5
I have force lightning as the force blast for Mastery of the Force. X2 damage would work.
I forgot about Cause Fear and Drain energy. I could see Cause Fear under Telepathy and Drain energy as a +2 to Mastery of Force.
Jedi trances I think are game flare that should be handled by the GM, so I didn't want to make an official rule for it.
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Post by symeon on May 23, 2005 17:01:09 GMT -5
Cause Fear (must have mastery of force)- likewise, this appears in the RPG. Appears in more than the RPG~ you can see this in the movies as well... Fear leads to the Darkside, and so they feed fear at every turn by pointing out those fears and exploiting them. might want to make this its own skill as well... ============ You may want to consider Add Master to Speed/Int as opposed to substitute <shrug> just a thought, but this would allow fewer cookie cutter Jedi (something the D20 RPG seems to encourage) ========== Also things to consider tying in or making their own or attatching to MoF: Farseeing (Precognition/Clairvoyance), Prescience, Sense Force/Disturbances, Reflexive Dodge The ability to deflect a blaster bolts at another target entirely (seen in the mass fights frequently)
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Post by Whitewing on May 23, 2005 23:20:58 GMT -5
Deflecting blaster bolts - I could see changing it as is to can choose the target.
Farseeing is a tough one, as is prescience. They really just get bad feelings about things, and nothing really specific. From what I can see, it was rare to see the clear future and maybe shouldn't be trusted.
Prescience as it is in the books I think is too overpowered for the jedi. I don't think they had spidersense. Perhaps limited prescience. Tough call since they can 'sense things before they happen'. Hmm.. a six w cost.
Sense force - Maybe +1 to Mastery of Force, sense other force users.
I worry about adding mastery of force to speed or Int making things way to overpowered. As is, I really think only speed is a real option as shown in the movies. Bursts of speed to allow them to do great things.
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Post by Neros on May 23, 2005 23:56:47 GMT -5
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Post by Manticore on May 24, 2005 3:57:56 GMT -5
Precognitive flashes and Ninja are tailor-made for the Jedi.
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Post by rennyn on May 24, 2005 5:08:10 GMT -5
Yeah, so everyone will be a dual wielding ninja jedi.. *yawn* Especially in a campaign like this, I'd like to see Ninja excluded.
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Post by Manticore on May 24, 2005 5:55:50 GMT -5
We could limit "Ninja" to the more powerful NPC characters.
Or, we could use these rules I knocked up.
Dual-Wielding 1 weapon modifier is HALVED and added to the other to give a total of (+7), rounding fractions down. It is too difficult to deflect blaster bolts etc with 2 lightsabers, so somebody with dual-wielding could not use the Lightsaber defence.
Double-ended lightsaber (+7) -2 to agility. If this goes below '0' then you stand the risk of cutting your own feet off. Collateral dmg within close combat range- this is why it is considered an Assassin's weapon, as your Allies would not be pleased to be cut in pieces. This variety of lightsaber is difficult to make or buy. Optional: may use it as a standard lightsaber. Armour piercing. May use Lightsaber defence.
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Post by Whitewing on May 24, 2005 9:19:12 GMT -5
Ninja - There are martial arts in the Star Wars universe that Ninja would cover. But it isn't what Jedi are taught. So, I personally would not allow it for Jedi, but for others with Virboweapons and the like, I can see it. It would be RARE however. I think there would need to be a darn good back story why someone in the Star Wars universe would have Ninja skills.
Duel wielding lightsabers is a tough thing in the Jedi order. From the history and stories that I know, a jedi who duel wields is very troublesome to Jedi masters as they seem to be favoring war and power and weapons, which tends to be against the Jedi code. But, as we have seen in the movies, it isn't beyond the Jedi's skills.
Perhaps a modifier to Lightsaber combat to allow duel wielding would be in order. Perhaps a +2 to gain the ability to duel wield.
I like Manticore's duel wield mechanic, however. It makes it easy. I would probably rule that if you don't have duel wield as part of lightsaber combat, you would be at the -4 to fight with two or a double saber.
I am on the fence about not allowing lightsaber defense for a duel wield.
But I do agree that the alternate prescience home rule would work in this setting. One thing I am thinking about is a different progression for mastering the force. 10 lines per increase seems really cheap and getting to a 10 in mastery of force seem to easy. I have a mechanic in my home games for increasing stats that I think might work here.
Basically, the cost of lines to increase a stat is equal to the white stone cost between the levels. For example, 5 to 6 is 1 white stone, so it would be 10 lines. 6 to 7 is 2 white stones, so it would be 20 lines. 7 to 8 is 3 white stones, so it would be 30 lines.
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Post by meetgrinder on May 24, 2005 10:28:59 GMT -5
I still think you'd be better off using the MURPG system as a base - i.e. stones, uses no dice, then writing up genre specific skills and powers, and changing the D&R chart so that everyone doesn't have 3 on all stats (still, you could rename it 'the clone wars'). There's a few points to consider with that: 1) It'd be more work 2) It'd be 'all yours' - the game system as the base, the rest defined by you. 3) Everyone involved can pitch in e.g. Skill Archaic Ranged Weapons AN=CL+1This skill allows the proficient use and basic field repair (to a limited extent, say replacing a bowstring) of weapons like bows, slings, crossbows and Wookie Bowcasters. It gets no ability bonus but agility can be bought for +2 with it, and it can be used in addition to the weapon modifier. Specilisations are the individual weapon types. Non specialised skill use incurs a -1 skill penalty. Someone can use these weapons without this skill but they use the weapon modifier and a -3 skill modifier. Yeah, it's harsh, but have YOU ever tried to hit anything with a bow? This is relatively cheap, but the weapons aren't the easiest to come by. CommentsFor use when the blaster runs dry - a skilled user might not be able to deliver the punch of a blaster but the weapons are usually silent, cheap, and not as 'clumsy or random' as a blaster Rules for Action Box:
- Agility Bonus at +2 CL
- Weapon Modifier
- Penalties for unspecialised use
- Combat using weapon at a distance
- Split stones for multiple targets
- (Insert Specialities)
With a few people knocking skills out like that it wouldn't take long. That took me 5 minutes, and is there purely as an example - I haven't looked too hard into the mechanics, save that an Ewok can bring down a stormtrooper with it etc. *dons flame suit for rules corrections* Zzzzzzip!!! All ready now for the 'why does it cost that you lamer' comments Paul
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Post by Whitewing on May 24, 2005 10:43:31 GMT -5
The stuff I wrote does use the base of MURPG, but I am trying to define things more in a world that would work for Star Wars. Moving objects in other games is TK, for example.
The stats would need to change. The stats as they are are for superheroes, and I feel strange about limiting people to the max of 3 for physical stats. Intelligence is the tough one, since super-genius people should be rare. It is the min-max mindset that makes int based characters an issue.
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Post by Whitewing on May 24, 2005 12:36:21 GMT -5
Other thougths:
D&R Chart for physical.
So, for intelligence
1 - hindered 2 - below normal 3 - normal 4 - above normal 5 - gifted 6 - genius 7 - exceptional genius - human/alien limit 8 - droid/computer limit
Physical stats
1 - Feeble 2 - Below Normal 3 - Normal 4 - Athlete 5 - Peak Human 6 - Peak Alien
Driods could be built to go beyond these limits up to 10.
So.. for strength, it would look something more like:
1 - lift up to 10 pounds 2 - lift up to 50 pounds 3 - lift up to 100 pounds 4 - lift up to 300 pounds 5 - lift up to 1000 pounds 6 - lift up to 2000 pounds
Running 1 - up to 3 miles per hour 2 - up to 6 miles per hour 3 - up to 9 miles per hour 4 - up to 12 miles per hour 5 - up to 15 miles per hour 6 - up to 20 miles per hour 7 - up to 30 miles per hour 8 - up to 50 miles per hour
Durability 1 - tires after a few seconds - 1 panel 2 - tires after 2 minutes - about 5 panels 3 - tires after 5 minutes - about 10 panels 4 - tires after 30 minutes - about 60 panels 5 - tires after an hour - about 120 panels 6 - tires after a few hours - 500 - 1000 panels 7 - tires after a day - 3000 panels
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