STAR WARS RULES FOR ALTERNITY


JEDI RANKS

For a character to have the ability to access the Force, there is an initial cost of 15 character creation points. At this point the character is at Rank 0, and is considered a Padawan.

You calculate your Jedi’s Rank based on one Rank Point for every broad skill and one Rank Point for every specific skill level your Jedi has.

Once you are playing, a Jedi’s level of skill based on his Rank points becomes important. While the chance of success at using Force skills is based on rolling against skill scores, the strength of the power is based on the Jedi’s Rank Level.

Padawan 0 Rank Points
Jedi 1-9 Rank Points
Knight 10-19 Rank Points
Master 20 or more Rank Points


CALCULATING FORCE POINTS

A Jedi character has an initial pool of Force Points to spend on exercising his powers and changing success roll results. As a Padawan or Jedi your Force Points are equal to your Rank Points + Will Score. As a Knight your Force Points are equal to you (Rank Points x 2) - 9 + Will Score. As a Master you Force Points are equal to (Rank Points x 3) - 28 + Will Score. If you really hate formulas, here’s a chart!

Rank

Force Points

1 Will + 1
2 Will + 2
3 Will + 3
4 Will + 4
5 Will + 5
6 Will + 6
7 Will + 7

Rank

Force Points

8 Will + 8
9 Will + 9
10 Will + 11
11 Will + 13
12 Will + 15
13 Will + 17
14 Will + 19

Rank

Force Points

15 Will + 21
16 Will + 23
17 Will + 25
18 Will + 27
19 Will + 29
20 Will + 32
21 Will + 35


USING FORCE POINTS

Force Points can be used in the following two ways:

To alter the results of a skill roll by the Jedi. In this case, Force Points are used much like Last Resort Points, except with Force Points the results can be moved more than one result. A Failure could be made into an Ordinary, Good, or Amazing result Each step of change costs a Force Point. The Jedi can even change the results of a success roll involving Jedi Force skills. Critical Failures can only be changed into Failures.

To “pay” for the use of Jedi Powers (skills). Unless otherwise noted in the description for a specific skill, any exercise of a Jedi’s powers costs him Force Points. The GM has to make a judgment call based on the Jedi’s Rank Level and the difficulty of what the Jedi is trying to do...but here is a basic chart that explains the costs.

Once used, Force Points are gone until the end of an adventure. Usually this will be at the end of a night-of-play, but not with adventures that take two or more gaming sessions. A Jedi might not regain Force Points that he used for some purpose that was less-than-heroic.

Fatigue Checks
If a Jedi changes the results of a skill check by more than one step of success or performs a Force Skill of “Difficult” or “Extreme” effect (see chart above), the Jedi must roll versus his Endurance (Stamina). Failure means the Jedi loses a Fatigue Point. The Jedi can use Force Points to change the result of the Endurance (Stamina) check. Remember that for every lost fatigue point, a character receives a one step penalty to all actions...


JEDI SKILLS

LIGHT SABER 4
Attacking 4
Building/Repair 3
Blocking 4
   
ULTRA ACTIONS 4
Strength (jump, lift) 4
Speed (run, haste) 4
Survival (hibernate, environments) 3
Acrobatics (flip, land safe) 4
   
TELEKESIS 4
Force Push (force push, shield, levitate, mental throw) 4
Alter Physical Body (control pain/disease/poison, heal faster) 4
Affect Machines (damage machines, piloting, warping) 3
   
MIND TRICKS 5
Sensing (magnify senses, far-seeing distance/time, use clear sight) 3
Alter Mental State (wake, control pain, hibernative state) 3
Projective Telepathy (send thoughts or suggestions, project force or clear sight) 5
Receptive Telepathy (read mind, life sense/tracking) 5

Broad skills are shown in bold type. Specific skills in italics cannot be used untrained. The specific uses of the skills listed in parenthesis are not limits or strict catagories of use...they are suggestions. Let your imagination dictate how you attempt to use the force!

Below are descriptions of each of these powers...remember that the strength of a power depends on a Jedi’s Rank Level. Padawans can only perform acts of EASY effect...Jedis can only perform MODERATE effects and below...Knights can only perform DIFFICULT effects and below...while Masters can perform the full range of effects. Remember this rule can ONLY be broken during moments with a suitable level of drama...a decision made by the DM.


LIGHT SABER Padawans are given “Jedi” quality light sabers by their masters. Besides experience, the task of creating a better light saber is a major requirement to becoming a Knight. And of the many steps to becoming a Master, the creation of an intensely powerful light saber is the most difficult to complete.

RANK

SKILL

ACC

RANGE

TYPE

ACT.

HIDE

MASS

DAMAGE

Jedi melee 0 personal EN/O 3 +3 1 d6+2w/d6+3w/d4+2m
Knight melee -1 personal EN/O 3 +3 1 d6+3w/d6+4w/d4+3m
Master melee -2 personal EN/O 4 +3 1 d6+4w/d6+5w/d4+4m

Attacking - Jedis must purchase the Melee, Powered Weapon specific skill. Then they can purchase light saber skills. Every level taken in “light saber attacking” increases your skill roll by one. Some Jedis use a lot of physical strength, while others use subtle quick movements. For this reason Jedis have the option of using either their Strength Score or their Dexterity Score to figure their Melee, Powered Weapon score. 50% of the time that a Jedi gets an “Amazing” result while attacking, the defender loses a body part (to be determined by the GM).

Building/Repair - This skill is important in the creation of new light sabers at each Rank Level, and to repair broken sabers. While this seems to be an unexciting skill, do not ignore it.

Blocking - (can’t be used untrained) Depending on his Rank Level, a Jedi can attempt to block a certain amount of attacks each and every phase, regardless of his Action Check. Attacks can even be blocked in the phases that the Jedi attacks. When an “Amazing” result is attained while blocking, the Jedi can redirect blaster fire, disarm an opponent of a hand-held weapon, or destroy it (the GM will story-tell what happens).

Jedi 1 block per phase
Knight 2 blocks per phase
Master 3 blocks per phase
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ULTRA ACTIONS There is a simple rule to follow with all of the Ultra Actions skills. Depending on your Rank as a Jedi, you can perform physically at a level higher than expected for a human. They jump further, run faster, can survive longer, and are more agile than normal. Basically 25% better is Easy, 50% better is Moderate, 100% better is Difficult, and 200% better is Extreme...and this means there is a Force Point cost, as well as Fatigue Checks. Remember also, that a Padaway can only perform Easy effects (25%), a Jedi only Moderate effects (50%), a Knight only Difficult effects (100%), and a Master has the full range (200%).

Strength, Speed, Survival - These skills are all self explanatory using the rules described above.

Acrobatics - (can’t be used untrained) This replaces the Acrobatics skill that is listed under Dexterity in the Player’s Handbook. This skill requires an intense focusing of the Force through the physical body, and thus is based on Will and not Dexterity.

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TELEKESIS This involves using the Force to effect, alter, and move objects in the physical world.

Force Push (force push, shield, levitate, mental throw) -

Alter Physical Body (control pain/disease/poison, heal faster) - This skill works within the Jedi’s body and other people’s bodies.

Affect Machines (damage machines, piloting, warping) - (can’t be used untrained) a

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MIND TRICKS
Sensing (magnify senses, far-seeing distance/time, use clear sight)

Alter Mental State (wake, control pain, hibernative state)
Projective Telepathy (send thoughts, proj. force or clear sight)
Receptive Telepathy (read mind, life sense/tracking)

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NOTES ON FORCE VS. FORCE

When two combatants meet who both use the Force, and they are using force push against each other, the both roll and adjust their roll using the Force...and the best result triumphs. If the results are a equal, then their skill level in “Force Push” breaks the tie. If their skill levels are also equal, then their rank scores break the tie.

The ONLY time a Jedi can use Force Points to affect another Jedi’s (good or bad) skill rolls is when Mind Tricks is being used against him/her. If a Sith commands a young Jedi to turn to the Dark Side, the young Jedi can spend force points to alter the Sith’s Mind Tricks skill roll (after the Sith has finished rolling and altering the roll with his Force Points).


BECOMING A JEDI MASTER

To be a Jedi Master you must have more than just natural talent, experience in combat, and the ability to teach the Force to others. It is a state-of-mind...an...

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THE JEDI CODE

There is no emotion - there is peace.
There is no ignorance - there is knowledge.
There is no passion - there is serenity.
There is no death - there is the Force.

A Jedi must have the deepest commitment, the most serious mind.

To use the Force, the Jedi must remain at harmony with it. To act in dissonance depletes his power.

The Force is created and sustained by life. The Jedi acts to preserve life. To kill is wrong.

Yet it is often necessary to kill. The Jedi may kill in self-defense, or the defense of others. He may kill if, by doing so, he preserves the existance of life.

But he must know, always, that killing is wrong. When he kills, he commits a crime against the Force. Through he may know that he does so for the greater good, and the greater good justifies his act, he also knows that the death remains a stain upon his spirit.

The Jedi does not act for personal gain, of wealth or of power. He acts to gain knowledge; to sustain freedom, life and learning; to defeat those who would impose tyranny, death, and ignorance.

Sometimes, wealth or power is needed to achieve the Jedi's goals. Money is required for the purchase of goods; power is required to obtain the help of others. To achieve his goals, a Jedi may obtain wealth or power, but he is not interested in it for its own sake, and will surrender it once his goals are achieved.

A Jedi never acts from hatred, anger, fear or aggression. A Jedi must act when he is calm, at peace with the Force. To act from anger is to court the Dark Side, to risk everything for which the Jedi stands.


FREE-VERSE POEM...OR STRICT RULES?

It is a strict set of rules. There are no grey-areas for a Jedi, only the light of life and the darkness of evil and selfishness. Just one step from the true path can lead a Jedi to the Dark Side of the Force.


DARK SIDE POINTS

In terms of game rules...if a character violates these rules, a "Dark Side Point" is issued to the character. Everytime this happens, the player rolls a 1d6. If you roll less than the number of dark side points your character has, the character has turned to the Dark Side..and becomes a supporting cast member (NPC). The character becomes a campaign villian...end of story. No breaks on this.


ATONING FOR DARK DEEDS

A character can attone for bad acts...and have Dark Side Points removed from his character. Through fasting, deep meditation, and ritual, a character may shed himself of these dreaded Points! The process is long and rigorous. The character can continue play while trying to atone, but the player must consciously be purer than the pure - doing anything even arguably wrong prevents success. You must be pure, and mention the fact you are atoning, for 4 game sessions in a row in order for one Dark Side Point to be erased. Any questionable acts, and the character must start all over again.

If you receive a Dark Side Point, do not always think of it as a GM assigned punishment. Think of it as a story element, added drama, and your character growing as a person.


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