Cutting off an arm or leg is a pretty permanent bit of damage- the equivalent of removing all of somebody's white stones. How about, instead of death the person who loses all their white stones may choose to lose a limb. This doesn't stop whoever struck them down finishing the job though. However, it may give them more time, e.g. in Empire strikes back when Luke jumps down a vent shaft.
I like that idea better than giving people the option to be knocked out.
Luke Skywalker hit Darth Vader a glancing hit in Empire strikes back and as far as I can recall nothing happened.
In the Darkside Source book (good read by the way), Sith battle armor (Vaders) is pretty resiliant towards lightsabers. Same goes for Grievous's armor (I wonder if he is made of the same stuff as Sith battle armor).
A query on the darkside points = ability reduction. **Personal Opinion warning** I don't think they should reduce your abilities - anyone who has seen Episode III knows how EVIL Sidious/Palpatine is, and anyone who has seen episode III has seen Sidious/Palpy flip, somersault and fly threw the air owning nearly all the Jedi in Lightsaber combat (except Mace - who's said to be the best their is with a saber)... I think they should deform you (cosmetic) or make you insane. Like Sidious! **Opinion Has Now Passed** That's all from me - You guys are doing awesome conversions with this - i'm copying everything down onto my hard drive!!!
Victorious the Darkside is over Yoda... Go Sith!!!
The losing abilities is a beyond the movies thing. People point that by the time Return of the Jedi comes around, the Emperor isn't doing much. Dark Empire comics after that talks about the ravages the Dark side has had on the Emperor's body.
Coming up with a good mechanic to make the Dark side attractive at first and then not so much as you fall is the balance act. The dark side is quicker, but you end up paying a price, which I think should be reflected in the rules somehow. I am not completely happy with the force point ruling.
Using the Dark side too much makes the Emperor deformed and weaker. If he had still been as good in Return of the Jedi as he was in Revenge of the Sith he would probably have whipped out his lightsaber and made short work of the injured Vader.
A canner can can anything that he can, but a canner can't can a can, can he?
Hey ranger keep in mind that you don't know how good palpatine could be if he wasnt dark side, maybe he would be able to beat mace if he was a jedi, you never know so you don't really know the extent of the degrading process, because yes he does kick butt dosn't mean he hasn't gotten worse than he was
Looking at my old books for West End D6, they had SO many powers for force users.
I can't decide if that is overkill or not. With the marvel system, should some of those things be left up to the GM and not coded in the system, or should everything that is been shown in movies and EU be in the power listing?
heres the way i see it, even in MURPG GM's make limits, like the ever popular no ninja and no majic, so in answer to your question its always up to the GM man, my general rule is that i wouldn't take things out that make the game fun and have no real drawback, where as magic and ninja have drawbacks, they are cheap and make a charecter more overpowered than others. i would say the more powers te better as there would be more variety, but if a certain power seems to cheap or overpowered exclude it and like i said the decision is always yours
Martial Arts You can only choose to follow only one of the following martial arts.
Teras Kasi: AN + 3 This martial arts form is extremely rare. The name Teras Kasi actually means "steel hands," referring to the damage and toughness of the martial artist's unarmed attacks. The style focuses on power and strength, including varying levels of damage depending on the force that is applied to the attacks. The style is unique, and masters are few and far between. Rules for the action box The hero's strength works like a weapon modifier
Enchani: AN +3 Enchani is a martial arts style that became the official technique of Emperor Palpatine's Royal Guards. The style is thought to have its original techniques to make them more deadly. The brutal enchani style is full of jabs, chops, kicks, and other quick and dangerous strikes, focusing on deadliness over finesse. Rules for the action box The hero's agility works like a weapon modifier
K'tara: AN + 3 K'tara is a martial arts style often practiced by Special Forces units in order to maximize damage to an opponent while minimizing the amount of noise made by the attack. K'tara focuses on short, quick motions. Most maneuvers begin from the set position and move within a small rectangle framed by the target's shoulders and hips. A soldier using the K'tara style can quietly disarm an opponent and reduce him to unconsciousness within a single round of combat attracting little attention. The martial arts style emphasizes stealth. Rules for the action box Agility bonus The hero can stun at will.
K'thri: AN +3 K'thri is a special martial arts style that dates back to the days of the Old Republic, but has survived into the New Jedi Order era. The style gained popularity in many parts of the Galactic Republic as a type of sport. Professional athletes competed to see who had the greatest mastery over the style, with come competitors garnering great wealth and fame from their success. The style is somewhat flashier than others, since its practitioners were often entertainers as much as martial artists. The K'thri style focuses on speed and rapid, fluid attacks, with wide sweeping motions accompanying quick jabs and a good deal of fancy footwork. Rules for action box The hero's speed works like a weapon modifier.
Stava: AN +3 The Noghri fighting style known as Stave has spread throughout the galaxy since the liberation of the Noghri from the grip of the Empire. The style is very physical, often bringing the combatants into close combat. Stava combat uses full-body tackles, throws, and full-arm blows, as well as powerful jabs and snap kicks commonly used in instances where close combat is ineffective. Stava is a quick and dangerous style, and in unarmed combat an opponent using it can often act before the target has a chance to react. Rules for the action box Allows both agility and Strength bonus.
Wrruushi: AN + 3 Wookie warriors have crafted a special style of fighting that combines their incredible strength with precise motions to perfect a martial arts form unique to their species. The style, known as Wrruushi, can not be taught to members of other species. The style not only allows the use of lethal force but also give Wookiees options beyond simply smashing their opponents. In fact, one of the main focuses of the style is the ability to disable an opponent instead of killing him. Since much of the Wookiee's strength is in her upper body, the martial arts style focuses heavily on punches, jabs, and throws. Unlike the quicker martial arts styles, Wrruushi focuses more one single strikes, no more than two or three at a time. Rules for action box Wookie only. Allows strength bonus twice.
Redo of the lightsaber skill a bit, adding in the forms and ideas from here.
Lightsaber Combat: AN This is the skill that allows the use of a lightsaber. Those without this skill risk hurting themselves using a lightsaber in combat. Options: Duel Wield +3 -Allows hero to wield two weapons. 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. Lightsaber forms: A Jedi usually only learns one or two forms. Shii-Cho +2 - Gives +2 sit mod vs non-lightsaber wielding opponents. Makashi +3 - when dealing with ranged opponents, gives a -2 sit mod, but gives a +2 sit mod when dealing with an opponent with a lightsaber. Soresu +3 - all attacks get a -2 sit mod, but stones put into defense are doubled. Ataru +5 - Allows jedi to add agility and weapon mod. Shien +5 - Allows jedi to add strength and weapon mod. Niman +2 - This is a more passive saber form. This gives +3 sit mod to social skills when dealing with the opponent and diffusing tense situations. +2 to defense. Juyo +5 - Allows jedi to combine with acrobatics without using an extra action. +1 to attack or defense.