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SWRPG: House rules: New Jedi Powers...

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Andrew R. Jackson

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Apr 14, 1994, 12:14:26 AM4/14/94
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Star Wars RPG House Rule: New Force Powers

OK, so we know that many of the force powers used by the Jedi of
Old have been lost due to the Imperial policy of Jedicide *:o)
In the movies and books we are only exposed to a handful of the
Jedi that survived and were able to make HoloVision headlines.
I would say that there are lots of other powers that Jedis used/use
/will use. Sources include:
- Jedi, (weak, compeent, or even powerful), who survive despite the
Empire.
- Non-Jedi force users, such as primitive races, alien species, etc,
who are so far unidentified (or deemed inconsequential) by the
Empire.
- Jedi records! what, did these guys/gals never use they
grammatical skills? Surely there must be datapad, chips, disks,
cartriges, tomes, scrolls, holorecordings, Holocrons (ok, maybe just
one or two), etc around!

These sources can all be worked into an interesting and exciting campaign.
But there is another source:
- the Playing character Jedi themselves!

If they're smart enough to come up with good reasons, rules, usages, limits
, etc, let your Jedi create their own powers! (be careful, be strict, don't
create powers that can be covered by slight modification of existing ones).
Creation of new powers takes serious character points on the part of the
Character, although it helps (as always) to have a teacher/master/whatever.
Time is another big cost. Consider from the 2nd ed. (pg 146):
- 1 week per pip with a teacher, normal character point (CP) cost
- when get a pip, get a power (as long as master has power)
- if master no have power, pay 5 CP & 1 week extra
- can get power without increasing skills, but this costs 5 CP if
teacher knows power and 10 CP if teacher doesn't know
- no teacher? pay 2X CP and 1 month to learn

Therefore, creating New Power (which teacher, by definition, doesn't know):
- 10 CP & 1 week
- no teacher? 20 CP and say 1 month to learn
+ any additional research time, character points, Jedi artifacts
that the GameMaster deems necessary to guide creation of new power
(adventures!!)

As the Rules say (pg 147):
"Now, however, these [Jedi] secrets, if they exist at all, await
rediscovery..."

As for new powers, our group has created (this doesn't mean use, because
many of them are REAL powerful, reserved for special bad guys, our own
aspirations and imaginations, or really (really) lucky characters) the
following powers:

1) Warp Matter (a) -- (ok, "shape matter" for you politically
correct Jedi :)
2) Force Probe (s) -- this one may need modification because of
Luke's rendition in "Jedi Search"
3) Remove Force Imprint (s/a)
4) Force Transduction (c/a)
5) Force Stun (s/a)
6) Mental Translocation (c/s)
7) Corporal Translocation (c/s/a)
8) Create Homonculous (c/s/a) (inspired by the Scouts Galaxy Guide #8)

Just some ideas. Maybe I'll put some of those powers up too (warning: all
the bugs have NOT been worked out, mainly because our Jedi use the
repulsorbus, not Corporal Tanslocation, to get to work).

Andrew.

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