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Light of the Jedi
| Starting Location | Jedi Praxeum Yavin IV Yavin System Gordian Reach Outer Rim |
|---|---|
| Era | 7 ABY |
| Current Location | Entralla Entralla System Velcar Sector Outer Rim |
| XP (After Starting) | 165 |
!Carrying Seed and Holocron
Characters
Jedi
Pentastar Alignment
Slavers
Locations
Custom Items
| Name | Skill | Dam | Crit | Range | Encum | HP | Price | Rarity | Special |
|---|---|---|---|---|---|---|---|---|---|
| Jedi Bokken | Lightsaber | +1 | 6 | Engaged | 2 | 1 | 10 | 9 | Force Blade, Disorient 1 |
| Jedi Daitou | Lightsaber | +2 | 4 | Engaged | 3 | 1 | 10 | 400 | Defensive 1, Force Blade |
| Jedi Shoutou | Lightsaber | +2 | 4 | Engaged | 2 | 1 | 10 | 275 | Force Blade |
| Jedi Tantou | Lightsaber | +1 | 3 | Engaged | 1 | 1 | 10 | 150 | Force Blade |
| Kensei Bokken | Lightsaber | +2 | 6 | Engaged | 2 | 6 | 10 | 600 | Force Blade, Cortosis, Defensive 2, Disorient 3 |
| Kensei Daitou | Lightsaber | +4 | 3 | Engaged | 3 | 6 | 10 | 900 | Force Blade, Cortosis, Superior, Defensive 2 |
| Kensei Shoutou | Lightsaber | +4 | 3 | Engaged | 2 | 6 | 10 | 775 | Force Blade, Cortosis, Superior |
| Kensei Tantou | Lightsaber | +2 | 1 | Engaged | 1 | 4 | 10 | 650 | Force Blade, Cortosis, Superior |
Custom Force Powers
| Force Power: Jedi Focus |
|---|
| Basic Power: The character makes a combined Force power roll, spending at least one force point (more if the GM determines) to perform an untrained, free-form use of the Force or a skill check with a boost. The difficulty starts at Normal (♦♦), and the skill for the combined roll is determined by the GM, but defaults to Discipline. |
| Force Power: Jedi Legacy |
|---|
| Basic Power: The character uses a Force Power they are not trained in, but costs an at least one additional Force point (or more at GM's determination) and has any difficulty upgraded by 1. If no difficulty is stated then a Difficult (♦♦♦) combined Discipline Force power roll is added. |
| Force Power: Jedi Meditation |
|---|
| Basic Power: The character makes a combined Discipline Force power roll, spending one Force point to enter a meditative trance, increasing their connection to the Force. The difficulty of the roll begins at difficult (♦♦♦), but is affected by Force focus items, the local area's connection with the Force, the characters fear/mental state, or fate itself. Any fear effects upgrade the difficulty. It generally takes about a hour to fully enter the trance, with threats and advantages causing the meditation process to take more or less time, generally 15 minutes each, to a minimum of 15 minutes. If the discipline roll fails the character spends a maximum of a hour troubled in their thoughts and takes strain damage equal to the number of failures. A successful trance counts as rest for the purposes of healing strain, but failure does not. Despair causes 3 conflict to be gained. Once in the trance the character may sense disturbances in the Force, the strength and polarity of the Force in the general region, and may or may not receive vague visions from the Force. The character may remain in the trance as long as they wish provided they do not move or speak. Force Powers can be used in the trance, but if they require movement or speech then the trance ends after the Force Power is used. While in the trance the character has heightened senses but can ignore any distractions as they wish. Control Upgrade: While in the trance the character can spend a success to remove a fear effect. Multiple effects can be removed at once this way. Control Upgrade: While in the trance the character can spend 2 successes to receive an upgrade to their next fear check in the next 4 hours. Multiple upgrades can be gained this way but replace the upgrades from a previous trance. Control Upgrade: The beginning difficulty is lowered to average (♦♦). Control Upgrade: While in the trance the character can spend a success for a boost to a skill check of their choice within the next hour. Multiple boosts can be gained this way but replace the boosts from a previous trance. |
| Force Power: Jedi Blade |
|---|
| Basic Power: The character makes a Lightsaber combined Force power roll of Difficult (♦♦♦) difficulty when holding or unsheathing a weapon with the Force Blade quality. If the check succeeds the character can spend one force point to have the weapon gain the Piercing 1 trait, or upgrade the Piercing trait by 1. If the blade is physical, you can use the character's lightsaber skill characteristic instead of brawn for damage. Physical blades also glows with dim light in a color determined by the item's Force focus. All effects of this power end when the weapon is sheathed, dropped, or otherwise not held; or when the user sleeps or becomes unconscious. Control Upgrade: If the blade is physical, you may add the Stun Damage quality to it. Control Upgrade: Add the Superior quality to the weapon. If the weapon already has the Superior quality, the weapon removes 2 critical rating instead (minimum 1) |
| Force Power: Bogan Sense |
|---|
| Basic Power: The character makes a combined Discipline Force power roll against average difficulty (♦♦). If the character succeeds the check, or makes use of any dark side power points, then the character gains knowledge of the number of triumphs necessary to purify any objects or locations corrupted by Bogan energy within sense range. Sense range depends on the level of corruption - for simple-difficulty corruption it is medium range, for impossible-difficulty corruption it is extreme range. The amount of information gained beyond the purification difficulty is determined by the GM. Range Upgrade: If the character uses this power during a trance the sense range is extreme planetary range, or possibly longer if the character is looking for a specific item or location. |
| Force Power: Ashla Purification |
|---|
| Basic Power: The character calls upon Ashla, The Light, to purify any Bogan corruption from a specific object or area, making a combined Discipline Force power roll against GM determined difficulty. Difficulty is based on the resistance to purification, not amount of corruption, and should typically only include Challenge dice (red d12). To purify a GM determined number of Triumphs are required, not Successes, and Despairs do cancel Triumphs for this purpose. If the power fails for any reason, the character takes conflict and strain based on the number of uncanceled Failures rolled. Destiny Upgrade (Amelia Only): The character may spend destiny points to gain a triumph for the purposes of this power. Multiple destiny points may be spent this way. |