Thursday, December 1, 2016

Star Wars Shiz: The Force User

 

Note: You may want to adjust the amount of known powers depending on the era of play. If Jedi are spread throughout the galaxy, then you should increase the known powers. The era I plan on play-testing this with is during the rebellion, after order 66 has been issued. So, there won't be many Jedi left to spread the knowledge of the Force. All that to say, adjust to what fits your game the best.

Characteristics: Jedi, Sith, shamans from primitive cultures, ecological priests of Ithor, witches of Dathomir. All have one thing in common – The Force, and the ability to manipulate it. Some pursue the light side, while others the dark, and yet some choose to stay in the “gray” middle area. Others reject the idea of light and dark altogether, and simply use the Force as a utility.

 

Adventures: They hear the quiet whispers of the Force, and know how to call on it to aid in their travels. Whether they've had formal training or not, there is great power in the Force, and they travel to unlock the secrets to its power.

 

Game Stats

 

HP: Force Users gain 1d5 HP/Level

 

Saves: Force Users gain +2 on saves against Force effects.

 

Skill: Force Users are very perceptive. They gain +2 on all skill rolls to sense someone’s trustworthiness.

 

Weapon/Armor Proficiencies: Depending on the culture of the Force User their weapon proficiencies may vary. Jedi and Sith can use lightsabers. The more primitive or non-violent cultures may use only simple weapons. Others may be regular people in the galaxy before their force potential awakened, these would be proficient with common blasters. In the end it’s up to the GM on the proficiencies. Armor however, usually gets in the way of force powers, and isn’t typically worn by any Force Using society (Jedi wore armor during times of war, but only on the battlefield, and the Sith constructed special suits of armor imbued with dark side energies, so this is up to the GM as well).

 

Starting Credits: Force Users start play with 1d3 x 100 credits.

 

Level

BHB

SV

SK

Powers Known

1

+0

15

15

3

2

+1

14

14

4

3

+2

13

13

5

4

+3

12

12

6

5

+4

11

11

7

6

+5

10

10

8

7

+6

9

9

9

8

+7

8

8

10

9

+8

7

7

12

10

+9

6

6

14

 

 

Class Features

 

The Force: To call upon the Force roll a Force check. The Force check is 1d20+LVL+Personailty modifier. Consult the table for the Force Power you are attempting to use to determine the result. 

Known Powers: This the amount of powers known by the force user. The initial powers at 1st level should be randomly determined (see the Force Powers post).

 

Force Weapon: At 5th level, the Force User may select a weapon in their possession. They spend a full day mediating, and imbuing the selected weapon with the Force. This weapon’s damage die is increased by 1 step. In addition, the user gains +1 to all attack rolls made with it. At 7th level the bonus increases to +2. At 10rd level it increases to +3. If the Force weapon is ever lost or destroyed the Force User loses all of their experience for their current level. In addition they lose 1d3 points of Strength, Agility, and Stamina (rolled for each ability) until their weapon is either recovered, repaired, or until they gain a level (whichever comes first).

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