The Forge [3E] StarWars: Jedi Scholar, Guardian, and Healer

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HustlerOne
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Re: The Forge [3E] StarWars: Jedi Order

Postby HustlerOne » Mon Mar 24, 2014 11:18 am

Image


PL: 10

Name: Jedi Temple, Size: Awesome (6), Toughness: 20 (7)

Features: (12) Combat Simulator, Communications, Computer,

Gym, Hangar, Holding Cells, Infirmary, Laboratory, Library,

Living Space, Power System, Security System 1, Workshop


Powers: None


Final Cost: 26


Notes: The Jedi Temple is the central HQ of the Jedi Order.
It is an ancient structure that has been on Coruscant for ages.
This is mostly due to the sturdy construction of the Temple. It's
so sturdy that even the Jedi Purge of Order66 could not completely
destroy it. Instead its black burnt out remains stand as a stark
contrast to its former glorious image.

During the era of the republic it stood as a symbol of the Jedi.
Its grand gleaming white walls glistened in the sun. It's white
towers also negatively portray the complacent Jedi Order as living
in Ivory towers. The Jedi Temple was situated in a isolated area
on Coruscant which had little urbanization.

The Jedi Temple fulfills many purposes. It mainly serves as a
administrative center for the Jedi Order. Some Jedi live full
time at the temple. Training potential Jedi recruits also takes
place here. A holographic training room allows Jedi to train.

There is a workshop to construct Jedi Devices such as lightsabers.
A subterranean vault is used to store hallowed Jedi Artifacts as
well as more dangerous Sith items. A fully working Bacta Tank is
in the infirmary. There are some small holding cells to hold Sith
or other rogue force users. Various research labs are dedicated
to studying the force.

Finally the electronic Jedi Archives serves as the largest library
in the galaxy. Smaller and less sturdier Jedi temples are located
on other worlds.

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Re: The Forge [3E] StarWars: Jedi Order

Postby HustlerOne » Mon Mar 24, 2014 11:24 am

Jedi Devices


Notes: The Jedi rarely create their own equipment. They tend to have similar
equipment as those of the Galactic Republic. The few that they invent are for their
own specialized needs. Their unique equipment are so rare and advanced that they
should be treated as devices more often than not. The Jedi instead of relying on
equipment prefer to rely on the force.


Image

Bacta Rejuvenation Tank (15) Removable -4,

Healing 10 (Flaw: Quirk - Can only be in light Clothing only)

Notes: The Bacta Tank is not necessarily a exclusive Jedi Device. However,
Bacta is such a rare resource that only influential organizations have secure
access to it. Bacta allows for the rapid healing of any individual suspended in it.
The patient must wear as little clothing as possible. This is to ensure that the
Bacta can work effectively on their wounds.


Image

Force Detector (1) Easily Removable -2

Senses 1 (Detect Force User)

Notes: This particularly rare device was seldom used by the Jedi. The
Jedi would have preferred to use their own force awareness to locate force latents.
Nevertheless the Jedi were too few to search the entire galaxy on their own. So the
Force Detector was created to allow non force users to identify a force user. Sadly,
this device were later utilized by Emperor Palpatine to hunt down Force Users not
aligned to him.

The detector must have direct skin contact in order for it to work.


Image

Jedi Holocron

Feature 1 (Computer), Adds X ranks to Expertise: Force and Investigation skills.

Notes: A holocron is a revered recording device. The Jedi Holocron should
be used as a plot device. As such, stats are not entirely provided. It normally
stores a undisclosed amount of information concerning the Force. It's most common
application is that of a teacher to new jedi.

The holocron can even be used for research purposes. The Holocron has a advanced
AI Avatar that can impersonate past Jedi. The Avatar can only guide the user of the
holocron to the info it requests. Treat this as a free use of a hero point for
inspiration!


Image

LightSaber (7), Easily Removable -6

Strength based Damage 6 (Flat: Incurable)

linked to Weaken Toughness 6

Notes: The signature tool of the Jedi. Lightsabers are not considered weapons by
the Jedi. Each lightsaber is custom made by their owners. Making each light saber a
unique antique. The distinct color of each lightsaber is due to the owner's crystal used
to construct the lightsaber.

A lightsaber is pretty much a fancy futuristic version of a sword. With it a Jedi can
deflect range attacks against them.

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Re: The Forge [3E] StarWars

Postby catsi563 » Mon Mar 24, 2014 12:26 pm

HustlerOne wrote:The Jedi are up next. There might be a phase three that covers the Galactic Empire
and the Rebel Alliance in the far future.

I have to confess that I "borrowed" the Jedi powers from Task's 3e Star Wars conversion.
His Jedi powers were so good that there was little point in me starting from scratch.


yeah Ive been using his work for my Star wars game in the game thread. great stuff
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: The Forge [3E] StarWars: Jedi Order

Postby HustlerOne » Tue Mar 25, 2014 11:41 am

Image
Jocasta Nu: "If an item does not appear in our records, it does not exist."


Jedi Scholar

PL: 8

Abilities: Str: 0, Sta: 1, Agl: -1, Dex: 1, Fgt: 3, Int: 4, Awe: 2, Pre: 2


Powers: Force Sensitive: Senses 1 (Force Awareness) (1),

Force Seeing: Senses 4 (Precognition) (4),

Mind Trick: Perception Ranged Affliction 8 (Resisted by Will, Entranced, Compelled,

Flat: Subtle, Flaw: Limited to two degrees, Check Required) (16),

Alternate Effects - Deflection: Deflect 8 (Flaw: Reduce Range (Close), Limited -

Requires Lightsaber) (1),

Telepathy: Mind Reading 8 (Flaw: Limited to Surface Thoughts) (1)


Light Saber (7) Easily Removable -6


Advantages: Benefit 1 (Jedi), Defensive Roll 3, Equipment 2,

Improved Critical 1 (LightSaber), Precise Attack 1 (Close),

Ranged Attack 4, Skill Mastery (Investigation)


Equipment: Datapad: PDA (1)


9 equipment points left over.


Skills: Close Combat: LightSaber 3 (+6), Deception 8 (+10),

Expertise: Bureaucrat 8 (+12), Expertise: Force 5 (+9),

Expertise: History 2 (+6), Insight 8 (+10), Investigation 7 (+11),

Perception 8 (+10), Persuasion 3 (+5), Technology 6 (+10)


Offense: Initiative: -1, Unarmed: +3 (Damage 0 ),

LightSaber: +6 (Damage 6 ), Ranged: +5 (Damage Varies ),


Defense: Dodge: 9, Parry: 9, Fortitude: 4, Toughness: 1/4*, Will: 11

* With Defensive Roll


Abilities: 24, Powers: 30, Advantages: 12, Skills: 28, Defense: 25 = Total: 120


Complications:


Notes: The vast majority of the Jedi are not warriors. They are in
fact scholars that study the ways of the force to better the lives of others.
They spend most of their time as investigators, researchers, and scientists.
Jedi Scholars maintain the vast knowledge acquired by the Jedi over the years.
They tend to digital libraries and work in research labs.

As the foremost scholars they have only adequate combat capability. They excel
more in investigative situations. Most are either too old or lack the physical
fitness needed to be Jedi Guardians. Jocasta Nu the Chief Librarian of the Jedi
Archives is a perfect example of a Jedi Scholar. The above stats can also be
used for Padawans such as Ahsoka Tano who are inexperienced in the force.

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Re: The Forge [3E] StarWars: Jedi Order

Postby HustlerOne » Wed Mar 26, 2014 12:49 pm

Image
Mace Windu: "If they do, you must realize there aren't enough Jedi to protect the Republic.
We're keepers of the peace, not soldiers."


Jedi Guardian

PL: 10

Abilities: Str: 2/4*, Sta: 1/3*, Agl: 3/5*, Dex: 1/3*, Fgt: 6/8*, Int: 2, Awe: 0, Pre: 0


Powers: Force Boost: Enhanced Agility 2, Dexterity 2, Fighting 2, Stamina 2, Strength 2,

Leaping 2, Speed 2 (24),

Force Sensitive: Senses 1 (Force Awareness) (1),

Telekinesis: Perception Ranged Move Object 10 (Flat: Subtle, Flaw: Check Required) (30),

Alternate Effects - Deflection: Deflect 10 (Flaw: Reduce Range (Close), Limited -

Requires Lightsaber) (1),

Force Cloak: Concealment 8 (All Visual, Auditory, and Olfactory, Flaw: Check Required, Passive) (1),


Light Saber (7) Easily Removable -6


Optional for Sith only! - Replace Force Cloak for Force Stealth

Force Stealth: Concealment 1 (The Force, Flaw: Check Required) (1)


Advantages: Benefit 1 (Jedi), Close attack 1, Defensive Attack, Defensive Roll 3,

Equipment 3, Extraordinary Effort, Improved Critical 1 (LightSaber), Power Attack,

Ranged Attack 4, Skill Mastery (CloseCombat), Ultimate Skill 1 (CloseCombat)


Equipment: 15 equipment points left over.


Skills: Acrobatics 6 (+11), Athletics 4 (+8), Close Combat: LightSaber 3 (+12),

Expertise: Force 8 (+10), Technology 5 (+7), Vehicles 6 (+9)


Offense: Initiative: +5, Unarmed: +9 (Damage 2 ),

LightSaber: +12 (Damage 6 ), Ranged: +6 (Damage Varies ),


Defense: Dodge: 11, Parry: 13, Fortitude: 9, Toughness: 3/6**, Will: 6

* With Force Boost
** With Defensive Roll


Abilities: 30, Powers: 64, Advantages: 17, Skills: 16, Defense: 23 = Total: 150


Complications:


Notes: When one thinks of the Jedi then one automatically thinks of a
Jedi Guardian. They are the protectors of the Jedi Order. They are trained
in combat using the force as extensions of their body. They focus their
training on more offensive ways of the force. They also serve as pilots
for the few spacecraft the Jedi have.

The above stats can also be used for Sith Warriors. They have a unique
power that blinds force users to their presence. Emperor Palpatine
used such a force cloak to hide his true sith nature.

Some good examples of Jedi Guardians are Anakin Skywalker, Mace Windu,
and Obi Wan Kenobi. Although Mace Windu would be a Jedi Master at a higher
power level.

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Re: The Forge [3E] StarWars: Jedi Devices, Scholar, and Guar

Postby catsi563 » Wed Mar 26, 2014 3:30 pm

Obi wan would actually be more of a consular, the original SW D20 lists him as such along with Master Yoda. Masters of the force and diplomacy and investigation.

then again ive been playing lots of Star Wars the Old Republic lately :P
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Re: The Forge [3E] StarWars: Jedi Devices, Scholar, and Guar

Postby HustlerOne » Fri Mar 28, 2014 11:42 am

catsi563 wrote:Obi wan would actually be more of a consular, the original SW D20 lists him as such along with Master Yoda. Masters of the force and diplomacy and investigation.

then again ive been playing lots of Star Wars the Old Republic lately :P


Hopefully your enjoying my take on the Jedi. SWD20 had a whole lot of Jedi occupations such as
explorers, lorekeepers, and even one dedicated to agriculture! :shock: The builds I have pretty
much corresponds to the ones mostly seen in the clone wars movies/TV series.
Last edited by HustlerOne on Fri Mar 28, 2014 11:45 am, edited 1 time in total.

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Re: The Forge [3E] StarWars: Jedi Order

Postby HustlerOne » Fri Mar 28, 2014 11:44 am

Image
"When you feel the dark side energies turned against you, you must use your Jedi abilities to take
power away from an opponent, rather than to inflict harm. This technique blinds your enemy to the Force
with a wall of light, a permanent blockage if you so choose, rendering him unable to use Jedi powers.
It is difficult. And it is the most devastating attack possible using the powers of the light side.
To block a Jedi from the Force—even a Dark Jedi—is a terrible thing."
Odan-Urr, via the Tedryn Holocron


Jedi Healer

PL: 12

Abilities: Str: -1, Sta: 2, Agl: 0, Dex: 3, Fgt: 5, Int: 2, Awe: 3, Pre: 2


Powers: Force Sensitive: Senses 1 (Force Awareness) (1),

Force Seeing: Senses 4 (Precognition) (4),

Sever Force: Ranged Affliction 12 (Resisted by Will, Force Impaired, Force Disabled,

Transformed - Powerless, (Extra: Concentration, Continous, Flaw: Check Required,

Quirk - Continuous only applies to Transformed) (60)

Alternate Effects - Deflection: Deflect 12 (Flaw: Reduce Range (Close), Limited -

Requires Lightsaber) (1),

Force Defense: Nullify (Force) 12 (Extra: Broad) (1),

Heal: Healing 12 (Extra: Restorative) (1),

Mind Control: Perception Ranged Affliction 12 (Resisted by Will, Entranced, Compelled,

Controlled, Flat: Subtle, Flaw: Check Required) (1),

Telepathy: Mind Reading 12 (1)

Telekinesis: Perception Ranged Move Object 12 (Flat: Subtle 1, Flaw: Check Required) (1)


Light Saber (7) Easily Removable -6


Optional for Sith Lords only! - Replace Sever Force with Force Lightning.
Remove the Force Defense and Healing alternate effects.

Force Lightning: Ranged Damage 13 (Extra: Increased Duration - Concentration,

Flaw: Diminished Range 2, Inaccurate) (36)


Advantages: Benefit 1 (Jedi), Defensive Roll 3, Equipment 1,

Improved Critical 1 (LightSaber), Ranged Attack 6,

SecondChance (Healing Effects), Skill Mastery (Treatment)


Equipment: Utility Belt - AquaBreather: Rebreather (1)

ComLink: Commlink (1),

MedPac: +2 Treatment (1),

ToolKit: +2 Technology (1),

plus one other optional equipment (1)

0 equipment points left over.


Skills: Close Combat: LightSaber 4 (+9), Expertise: Force 10 (+12),

Insight 7 (+10), Persuasion 8 (+10), Technology 5 (+7), Treatment 17 (+19)


Offense: Initiative: 0, Unarmed: +9 (Damage -1 ),

LightSaber: +9 (Damage 6 ), Sever Force: +9 (Affliction 12 ),


Defense: Dodge: 9, Parry: 10, Fortitude: 11, Toughness: 2/5*, Will: 12

* With Defensive Roll


Abilities: 30, Powers: 78, Advantages: 14, Skills: 26, Defense: 32 = Total: 180


Complications:


Notes: Jedi Healers are some of the most respected members amongst the
Jedi Order. They can heal the most serious of wounds with the slightest touch.
They are skilled medical professionals even without the use of their powers.
The path to being a Jedi Healer is a hard undertaking. Few are skilled enough
to use the force for healing.

I have to confess that this build was originally intended to be Amon the
BloodBender from the Legend of Korra. Bloodbending and waterbending healing
sounds kind of like the force to me. In many ways the philosophy of the Jedi
and the Waterbenders are similar in many respects. With the ideal of doing no
harm to an attacker. What better way to stop a hostile attacker than
mindcontrol, telekinesis, and stripping their powers to cause harm.

Vokara Che The Chief Jedi Healer is the most well known Jedi Healer. These
stats can act as place holders for Jedi Masters. Aayla Secura, Mace Windu,
and Yoda are some notable JediMasters. Sith Lords like Darth Sidious may also
have similar stats except that he does not have Force Defense, Healing, and
Sever Force powers. Instead, all Sith have their signature Force Lightning.

I highly advise that Jedi Healers be NPCs. They are not recommended as
playable characters. They're purpose is to serve as mentors or as Deus Ex
Machina for players in trouble. A Sith Lord version would be the ultimate
adversary since they have no qualms of holding back their power.

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Re: The Forge [3E] StarWars: Jedi Devices, Scholar, and Guar

Postby catsi563 » Fri Mar 28, 2014 12:12 pm

HustlerOne wrote:
catsi563 wrote:Obi wan would actually be more of a consular, the original SW D20 lists him as such along with Master Yoda. Masters of the force and diplomacy and investigation.

then again ive been playing lots of Star Wars the Old Republic lately :P


Hopefully your enjoying my take on the Jedi. SWD20 had a whole lot of Jedi occupations such as
explorers, lorekeepers, and even one dedicated to agriculture! :shock: The builds I have pretty
much corresponds to the ones mostly seen in the clone wars movies/TV series.


Oh heck yeah you've got great builds all around, they've even informed some of my own builds. :D
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563


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