:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. By: Thomas Head ---------------------------------------------------------------------- The Jedi are a class of specially trained ninja/psionicists. The Jedi need to follow the following requirements: Intelligence of 13 or greater Wisdom of 15 or greater Dexterity of 15 or greater Constitution of 13 or greater Good Jedi: Must not kill except in preservation of other life. Must not act by dark side feelings (hate, anger, fear, etc.) --- A Jedi starts out with a Lightsaber. It does 2d8 points of damage, is at a +3 to hit, and can attack as a +5 weapon (if it's required to damage the monster -- it's still, however, only +3 to hit and 2d8 points damage). Due to its powerful nature, it does not take strength bonuses. At level 3 and greater it will, however, allow dexterity to contribute to the "To hit" roll (i.e. instead of +3, for a character with a dexterity of 13 it would be +4). In addition, on a natural roll of 20 any creature that has any limbs will lose a random one automatically, such as a vorpal sword. One that doesn't will merely be sliced in half. The lightsaber may count as "lightning damage", "fire damage", or weapon damage, depending on how the DM uses it. I prefer "weapon damage", because of the fact that no enemies take more damage, and none are even partially resistant. A good jedi needs the following amount of XP per level: (Fighter XP)+(Cleric XP)+(Magic User XP)/2 An evil jedi needs the following amount of XP per level: (Fighter XP)+(Magic User XP)/2 A good jedi may advance to unlimited levels, no matter what race. An evil jedi may only advance to 25th level (although this is a much higher level than would ordinarily be in a campaign). A Good jedi MUST be Lawful Good, no exceptions. An evil jedi must be evil, but it may be neutral, lawful, or chaotic. Neutral jedi simply does not exist, although any good DM may put it in their campaign with no arguments from me. The jedi gain 1d8+1 hp per level up to 9th, then an additional +2 hp per level, plus constitution bonuses. A jedi does not start with any weapon proficiencies, acting as though all four were spent on the lightsaber. I know this may be unrealistic, but it's fair. A jedi uses a "spell point" system, and gains 2d4 spell points per level up to 9th, then an additional 2 sp per level afterwards. As for the spells, well, I'll get to them later, or DM's may create some for their campaign now. Hafun! -Tom * Origin: Orange Dragon, HD 50, #AT 4, 6d6/3d12/4d4/9d8, AC -6 (1:3632/1.5) ---------------------------------------------------------------------- By: Frank Lazar Re: Re: ROTW: The Jedi ---------------------------------------------------------------------- In a message posted <19 May 92 18:52:56>, Thomas Head writes: In the spirit of both the Star Wars and AD+D rpg, I suggest that you DON'T feel obligated to start out Jedi PC's with lightsabers. Lightsabers were no longer produced by the time of the movies and were rare enough that the sight of any would be legendary. Instead I would suggest that a lightsaber could be woven into a quest for a would-be Jedi testing both his bravery and concience to the limit in the process. AS a (mostly former) AD+D gm, I have a prejudice against limb severing weapons being an automatic part of the class despite the justifiable background. I would suggest that you use the wand of force from Unearthed Arcana which was no doubt inspired by the SW lightsaber. The wand of force which is described has havin a handle-like design has 3 functions although the third was only usable by a magic-user with certain spell knowledge. 1) +5 bastard sword 1 charge/ turn of use 2) act as disintegrate if touched to a wall of force or similar manifestation, regaining one charge in the process 3) Cast a wall of force provided user was a magician who had the spell in his book. I concede that my suggestions would jibe with what others consider "true" Star Wars gaming. But I would counter that that would be better served with the Star Wars RPG and if translated literally would ill-fit an AD+D campaign, I try to propose a compromise. Another consideration might be Jedi kits for various classes for more variety. A Jedi wizard would be a variant on the Militant Wizard kit, whereas a Jedi Psionicist could be very much like a young Yoda figure. Instead of Jedi's facing Darth Vader, why not the forces of the divine Vecna or the Emperor Ming. Revise an AD+D Jedi in the context where the Force isn't the only magical force available and you can have something that can fit harmoniously within AD+D especially if you use Spelljammer. Try too much for a literal fit, and you'll be asking for trouble. * Origin: The Hermit's Hut (1:2605/611.2) :.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. By: Nancy Mccaskey ---------------------------------------------------------------------- The Jedi Knight (Condensed, First Edition version) by Nancy McCaskey Stats and hit dice: As Monk. Races allowed: any Alignment: Lawful Good only. Lawful Evil (Sith) Jedi have switched alignment from Lawful Good. Armor allowed: As Monk. The D.M. may rule that the Jedi have the same armor class bonuses as monks. The D.M. may allow armor to be worn for emergencies and/or until the Jedi reaches 3rd level if the campaign or dungeon is particularly rough. Weapons allowed: any; light saber always preferred. See the next section, "The Light Saber Revisited" for full information. Jedi hit and save as Fighters, due to their special abilities in tuning in to "the Force." this ability gives them an intuitive understanding of where and when to hit, as well as where their opponent is likely to strike next. Because of this ability and their training, Jedi have no minuses on their "to hit" rolls due to blindness, darkness, or invisible opponents. Restrictions: Material possessions restricted as Monk. Must endure rigorous and highly disciplined physical and psionic training. May not attack an opponent first (see TLSR for details). Uses the Monk Experience Chart, but with a 15th level maximum. Benefits: Gains one Minor Discipline per level and one Major Discipline every three levels. *Telekinesis* will be learned as soon as possible. Starts out with one Attack and one Defense mode and gains one or the other, alternating, every level. Held in high, almost mythical, regard by most Lawful Good societies. Levels of Psionic Mastery are standard. A first-level Jedi starts out with 100 + 11d4 psionic points, then gains 10 points per level until the species maximum is reached. He or she can "recharge" faster than normal by entering a trance (see TLSR for specifics). To attain the rank of Jedi Master (15th level), a Jedi must seek out and defeat a Jedi Master. Unlike monks, the loser will not lose a level; if the player character fails to win the duel, (s)he is free to try again in a year. Good Jedi won't fight each other to the death. An Evil Jedi can either kill or subjugate his opponent. A Jedi cannot advance beyond 3rd level unless (s)he is under the tutelage of a Jedi Master. Characters with the potential to become Jedi are rare, Jedi Masters even more so. A Jedi who takes time out from his/her acetic schedule to marry (or reproduce, in societies without marriage) will probably choose a partner with high stats in the hopes of producing another Jedi. ================================================================= Light Sabers Revisited (also by Nancy McCaskey) Light sabers are specialized swords used by Jedi Knights and their fallen brethren. An inactive light saber resembles a rod; when activated, a long blade of light appears. The light will glow blue-white for Good Jedi and a dull red for Evil ones. If a light saber has been separated from its owner for more than 1 week, only another Jedi will be able to reactivate it. A 0-level Jedi will intuitively know how to recharge his/her light saber, which drains 2 psionic points from both Attack and Defense for each round it is used. Light sabers only operate when hand-held; if fumbled or dropped, it will turn off immediately. A Jedi may only own one light saber at a time. No additional magical properties can be added to a light saber. Light sabers are a focus for the Jedi to use his/her psionic points in combat. Jedi will prefer a light saber over any other hand weapon. D4 weeks after obtaining a light saber, the weapon will be bonded to its owner. Bonding will have the following effects: 1. No Jedi of opposite (Good/Evil) alignment will ever be able to use that weapon. 2. 2d4 charges will remain in the light saber for emergency use, provided that the Jedi puts these points into the weapon in the first place. If the light saber is separated from (not in physical contact with) its owner, these points will dissipate at the rate of 1 per day. 3. The owner will be able to use telekinesis to bring the weapon into his/her hand at a distance of 10 feet per level, with no drainage of psionic points. The owner must already have *Telekinesis* as a discipline, however. Certain spells and psionic- dampening materials can block this power. 4. If the light saber is permanently lost or destroyed, the owner will suffer the same consequences as a magic-user killing his/her familiar. Good Jedi are allowed to fight only in self-defense or in defending Good creatures from Evil. The base psionic cost for using a light saber in combat is (10 - opponent's armor class). Please keep in mind that two negatives make a positive, so trying to hit AC -10 will yield (10 - - 10) = (10 + + 10), or 20 points from Attack AND Defense. If the Jedi wishes to make the light saber the equivalent of a magical weapon, (s)he must spend 10 psionic points for each plus desired. Unmodified damage from a light saber is 2-8 vs. all sizes of opponents. If the Jedi misses a "to hit" roll with any number other than a 1, (s)he may spend (20 - unmodified number rolled) psionic points from Attack and Defense to make the roll a hit. Critical hits are *not* allowed with this method. Light sabers can cut through flesh, stone, and metal, provided enough points are expended. Some magical spells, notably *Wall of Force*, can block a light saber. Light sabers in a high-tech campaign can deflect lasers. The D.M. will have to rule whether they can also block magical energy directed at the Jedi (Magic Missile, Color Spray, etc). In other words, a Jedi can hit hard and fast, but can't keep it up for long! Under First Edition rules, the maximum psionic points possible for a human are 144. (Yoda's were higher...anyone who can levitate a SPACESHIP without breaking a sweat...!). Jedi can recharge their psionic points at twice the Sleeping rate by entering a trance state, but this requires, at the very least, physical immobility and secure surroundings. Light saber duels between Good and Evil Jedi involve both physical and psionic combat. A trick particularly favored by Evil Jedi is to slide their light saber along their opponent's, hoping to catch their foe unawares and slice off a hand. They deliberately injure, rather than kill, if they are trying to turn their adversary to the Dark Side (Lawful Evil). A Jedi who reclaims his/her light saber to continue the fight runs the risk of having the OTHER hand amputated, essentially rendering him/her temporarily useless. Many a young Jedi, suffering from pain and shock, as well as the trauma of losing his/her light saber, has either turned or chosen to suicide if (s)he can't find a way to escape. (Note: the D.M. should leave this choice up to the player--it should never be determined by rolling dice). Once a Jedi attains the rank of Jedi Master, he or she cannot be turned. * Origin: Join RPGNet today! Freq "RPG" for info! (1:3605/422)