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rpg:jedi_of_earth:rules [2017/03/10 08:51] – [Disciplines] curgothrpg:jedi_of_earth:rules [2017/04/28 17:08] (current) – external edit 127.0.0.1
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 Disciplines are the power attributes. Your score in a discipline determines what you can do with it. A score of zero (0) means that you cannot use that discipline at all. Disciplines are the power attributes. Your score in a discipline determines what you can do with it. A score of zero (0) means that you cannot use that discipline at all.
  
-^ Score ^  Unseen Hand (telekinesis)  ^  Whispered Thought (telepathy)  ^  Unified Destiny (precognition)  ^  Body Under Will (psychometabolism) +Using any of these against another Jedi is significantly more difficult it is opposed by a matching power (Discipline + Virtue/Temptation)With Telepathyeven withoutacting against a trained mind tends to bump the level of difficulty up.
-|1-4 | Lift/move  small objects like coins slowly. | Detect the presence of thinking minds | Get vague impressions around people or objects | Detect outside influences on your body | +
-|5-9 | Push/pull small objects quicklyLift/move people sized objects slowly.  |  |  | Resist sleep. Detect specifics of poisonsinjuriesdiseases, etc. | +
-|10-14 | Move small objects with detailed control. Push/pull people sized objects quickly. Lift/move larger objects. |  |  | Healing trance to resist poisons, recover from injuries faster. Resist fatigue in action. | +
-|15-19 | Reinforce held objects. Move people sized objects with detailed control. Push/pull large objects. |  |  |  | +
-|20-24 | Deflect with the mind alone. Move large objects with detailed control. |  |  |  | +
-|25+ | Size matters not. Control fine enough to start moving electrical charge. |Remove memories  |  |  |+
  
 +^ Score ^  Unseen Hand (telekinesis)  ^^^^
 +|1-4 | Lift/move  small objects like coins slowly. |
 +|5-9 | Push/pull small objects quickly. Lift/move people sized objects slowly.  | | Boost own movements slightly |
 +|10-14 | Move small objects with detailed control. Push/pull people sized objects quickly. Lift/move larger objects. | Reinforce/energize held objects. | Boosted leaps |
 +|15-19 | Move people sized objects with detailed control. Push/pull large objects. | Energized projectiles | Double jumps |  |
 +|20-24 | Move large objects with detailed control. | Deflect with the mind alone. Energize unarmed attacks.  | Levitate self |
 +|25+ | Size matters not. |    | Control fine enough to start moving electrical charge or heat. |
  
 +^ Score ^ Whispered Thought (telepathy)  ^^^^
 +|1-4 | Detect thinking beings | |
 +|5-9 | Read surface emotions (easier with friends) | Give simple one word commands to the weak-minded| Send emotional sensations to friends |
 +|10-14 | Read surface thoughts | Give short spoken commands | Send brief messages/images | 
 +|15-19 | Read deeper memories | Give longer lasting commands | Send several sentences/impressions | Brief mental illusions |
 +|20-24 | Read memories from resisting subjects | Give unspoken commands | Speak into minds | Sustained mental illusions affecting multiple subjects |
 +|25+ | | Edit memories |
 +
 +^ Score ^  Unified Destiny (precognition/clairsentience)  ^^^
 +|1-4 | I've got a bad feeling about this | |
 +|5-9 | Sense big events as broadly positive or negative | | Read emotional impressions from objects |
 +|10-14 |Specific information about threats to one's self | React to immediate threats before they happen - allows blocking of bullets, but doesn't protect what you block with. | Read a single data point about an object (whose it is, what it was used for, etc.) | 
 +|15-19 | Visual/auditory flashes of the future | Improved reaction times - dodge bullets | Short view of remote place | 
 +|20-24 | Future cut scenes | Walk of Fate - by submitting to Fate, be guided by the plot. | Remote viewing | Twist of Fate; opponents miss, equipment jams |
 +|25+ | Narrate a scene that hasn't happened yet, once | | Awareness at distance |
 +
 +^ Score ^  Body Under Will (psychometabolism)  ^^
 +|1-4 | Bodily awareness; perceive poisons, illness and injury.  ||
 +|5-9 | Ignore fatigue | Push body to its limits longer |
 +|10-14 | Healing trance to resist poisons, recover from injuries faster.  | Exceed normal potential for strength and speed |
 +|15-19 | Ignore injuries | Run faster, jump higher than humanly possible. Temporarily boost strength beyond normal human range. Includes being able to block and dodge projectiles. |
 +|20-24 | Ignore major injuries | Awareness of other bodies, allowing diagnosis and identifying weaknesses |
 +|25+ | Heal others | Directly attack another's life force |
 ===== Virtues ===== ===== Virtues =====
  
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 ===== Temptations ===== ===== Temptations =====
 +
 +The temptations of the Dark Side. Quicker, more seductive. Using the Force through the Temptations can seem like a good idea, and an inattentive student can be deceived that the path of the Dark Side is the right one. How can it be wrong to be passionate? How can it be wrong to... love?
  
 ^ Temptation ^ Description ^ ^ Temptation ^ Description ^
-| Ego || +| Ego | Attachment to the self as distinct from others. Putting one's self first. Self-aggrandizement. 
-| Control || +| Control | Imposing one's will on the world. Attachment to desired outcomes over the development of fate.  
-| Freedom || +| Freedom | Independence over unity. A refusal to be bound by the rules of man and nature.  
-| Passion/Rage/Fear ||+| Passion/Rage/Fear | Acting from emotion, noise over peace, chaos over order. |
 ===== Force Points ===== ===== Force Points =====
  
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 ===== Advancement ===== ===== Advancement =====
  
 +The easiest way to advance your Virtues and Temptations is to spend Light/Dark Side points during an action. 
 +
 +To advance Disciplines, you need to spend points between sessions, as awarded by the GM.
 ===== Action Examples ===== ===== Action Examples =====
 +
 +Oscar's Jedi Knight Vama Tehn is being attacked by a squad of armed terrorists using assault rifles. He's already got his trusty baton ready and energized, glowing with a green light, when they fire. The GM determines that blocking the bullets will take Unified Destiny plus one of Submission or Control. So, with his Unified Destiny score of 10, that puts his defense at either 13 or 16. He has to decide how worried he is about that gun fire and how much control he wants over the outcome.
 +
 +Mark's PC Alec is trying to outrun his rival Hank to the Jedi temple. Alec has a Body Under Will score of 12, and the GM tells him that he can use either Calm (4) or Ego (7). Hank has a total score to beat of 18, so Mark will have to either drift to the Dark Side or spend some Light Side points if he wants Alec to win.
rpg/jedi_of_earth/rules.1489153881.txt.gz · Last modified: 2017/04/28 17:08 (external edit)