Post by chickenpaddy on Dec 22, 2012 1:30:07 GMT
You got your Star Wars in my Doctor Who!
This is something I've had for a little while since I ran a one-off multi-universe crossing DWAITAS session. The party was made up of three Time Lords, a Jedi, a Stargate medic, and a Starfleet officer. Needless to say, things got pretty interesting.
So, for those wanting to experiment with their chocolate and peanut butter, here's the Jedi trait:
Jedi (Special Good) – As a member of one of the oldest and most respected organizations of the galaxy, a Jedi has the ability to manipulate and commune with the Force. He also automatically gains the traits Code of Conduct, Feel the Turn of the Universe (or Force), and Telekinesis. He also gains 2 levels in Resolve and gains a Lightsaber at no extra cost. He is also considered Distinctive when near other Force Sensatives, giving him a -2 penalty to blend in and giving the other a +2 bonus to remember him. This trait cost 2 Character Points and reduced his maximum Story Points by 4.
- Code of Conduct (Minor Trait) – a Jedi adheres to the Jedi code of protecting the innocent whenever possible and stopping the spread of the Dark Side at every opportunity.
- Feel the Turn of the Universe (Force) (Special Good) – Like any Jedi, Sith, or Force Sensitive, he can feel ripples or ‘disturbances’ in the Force. The character will sense something wrong with an Awareness + Ingenuity roll with a +2 bonus.
- Telekinesis (Special Good) – This Trait represents a Jedi’s ability to use the Force to manipulate objects with his mind. This Trait has a ‘strength’ equal to the character’s Resolve. They are lifting an item with the power of their mind, and use their Resolve in exactly the same way as they’d use their Strength for physically lifting an object. Jedi often use the technique to fling their Lightsaber into a group of enemies before pulling it back. To actually use this technique, a roll is necessary. It relies entirely on the character’s innate ability, so it uses Ingenuity + Resolve.
- Weapon – Lightsaber. This ancient symbol of the Jedi is an effective melee weapon. Lightsabers require quick and precise movements rather than brute force. When using this in combat, the wielder rolls Coordination + Fighting, adding a +4 bonus to his Coordination for damage dealing after a successful hit. This weapon also has the ability to Weld and acts as if it had the Forcefield Minor Trait when dealing with laser or plasma based weaponry, reducing the enemy’s successes by one.
Other recommended traits for a Jedi include Clairvoyance, Precognition, Obligation (Major, the Jedi Council), and Psychic. For balance, it is strongly encouraged that some bad traits be selected as well. Jedi characters are not for beginners and may take an experienced player who knows how to relegate themself to truly get the most out of this kind of character.
As you can see, this trait is based heavily on the Time Lord trait, just with a few things mixed around. The Time Lord's +2 Ingenuity bonus was swapped out for a Resolve bonus instead. Telekinesis became an automatic and Feel the Turn of the Universe remained mostly the same with the fluff adjusted. Distinctive also became an automatic to represent the Jedi's power to sense one another with the Force. The Time Lord's Major Gadget was also swapped out for the Lightsaber, a powerful item in itself.
Looking back on it now, this seems slightly overpowered to me, but no more so than many Time Lords I've seen. What do you guys think?
This is something I've had for a little while since I ran a one-off multi-universe crossing DWAITAS session. The party was made up of three Time Lords, a Jedi, a Stargate medic, and a Starfleet officer. Needless to say, things got pretty interesting.
So, for those wanting to experiment with their chocolate and peanut butter, here's the Jedi trait:
Jedi (Special Good) – As a member of one of the oldest and most respected organizations of the galaxy, a Jedi has the ability to manipulate and commune with the Force. He also automatically gains the traits Code of Conduct, Feel the Turn of the Universe (or Force), and Telekinesis. He also gains 2 levels in Resolve and gains a Lightsaber at no extra cost. He is also considered Distinctive when near other Force Sensatives, giving him a -2 penalty to blend in and giving the other a +2 bonus to remember him. This trait cost 2 Character Points and reduced his maximum Story Points by 4.
- Code of Conduct (Minor Trait) – a Jedi adheres to the Jedi code of protecting the innocent whenever possible and stopping the spread of the Dark Side at every opportunity.
- Feel the Turn of the Universe (Force) (Special Good) – Like any Jedi, Sith, or Force Sensitive, he can feel ripples or ‘disturbances’ in the Force. The character will sense something wrong with an Awareness + Ingenuity roll with a +2 bonus.
- Telekinesis (Special Good) – This Trait represents a Jedi’s ability to use the Force to manipulate objects with his mind. This Trait has a ‘strength’ equal to the character’s Resolve. They are lifting an item with the power of their mind, and use their Resolve in exactly the same way as they’d use their Strength for physically lifting an object. Jedi often use the technique to fling their Lightsaber into a group of enemies before pulling it back. To actually use this technique, a roll is necessary. It relies entirely on the character’s innate ability, so it uses Ingenuity + Resolve.
- Weapon – Lightsaber. This ancient symbol of the Jedi is an effective melee weapon. Lightsabers require quick and precise movements rather than brute force. When using this in combat, the wielder rolls Coordination + Fighting, adding a +4 bonus to his Coordination for damage dealing after a successful hit. This weapon also has the ability to Weld and acts as if it had the Forcefield Minor Trait when dealing with laser or plasma based weaponry, reducing the enemy’s successes by one.
Other recommended traits for a Jedi include Clairvoyance, Precognition, Obligation (Major, the Jedi Council), and Psychic. For balance, it is strongly encouraged that some bad traits be selected as well. Jedi characters are not for beginners and may take an experienced player who knows how to relegate themself to truly get the most out of this kind of character.
As you can see, this trait is based heavily on the Time Lord trait, just with a few things mixed around. The Time Lord's +2 Ingenuity bonus was swapped out for a Resolve bonus instead. Telekinesis became an automatic and Feel the Turn of the Universe remained mostly the same with the fluff adjusted. Distinctive also became an automatic to represent the Jedi's power to sense one another with the Force. The Time Lord's Major Gadget was also swapped out for the Lightsaber, a powerful item in itself.
Looking back on it now, this seems slightly overpowered to me, but no more so than many Time Lords I've seen. What do you guys think?