mirror of
https://github.com/opsxcq/mirror-textfiles.com.git
synced 2025-08-06 18:46:26 +02:00
281 lines
14 KiB
Plaintext
281 lines
14 KiB
Plaintext
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
|
||
-----=====Earth's Dreamlands=====-----
|
||
(313)558-5024 {14.4} - (313)558-5517
|
||
A BBS for text file junkies
|
||
RPGNet GM File Archive Site
|
||
.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
|
||
|
||
By: Thomas Head
|
||
----------------------------------------------------------------------
|
||
The Jedi are a class of specially trained ninja/psionicists. The Jedi need
|
||
to follow the following requirements:
|
||
|
||
Intelligence of 13 or greater
|
||
Wisdom of 15 or greater
|
||
Dexterity of 15 or greater
|
||
Constitution of 13 or greater
|
||
|
||
Good Jedi:
|
||
Must not kill except in preservation of other life.
|
||
Must not act by dark side feelings (hate, anger, fear, etc.)
|
||
|
||
---
|
||
|
||
A Jedi starts out with a Lightsaber. It does 2d8 points of damage, is at a
|
||
+3 to hit, and can attack as a +5 weapon (if it's required to damage the
|
||
monster -- it's still, however, only +3 to hit and 2d8 points damage). Due to
|
||
its powerful nature, it does not take strength bonuses. At level 3 and greater
|
||
it will, however, allow dexterity to contribute to the "To hit" roll (i.e.
|
||
instead of +3, for a character with a dexterity of 13 it would be +4). In
|
||
addition, on a natural roll of 20 any creature that has any limbs will lose a
|
||
random one automatically, such as a vorpal sword. One that doesn't will merely
|
||
be sliced in half. The lightsaber may count as "lightning damage", "fire
|
||
damage", or weapon damage, depending on how the DM uses it. I prefer "weapon
|
||
damage", because of the fact that no enemies take more damage, and none are
|
||
even partially resistant.
|
||
|
||
A good jedi needs the following amount of XP per level:
|
||
|
||
(Fighter XP)+(Cleric XP)+(Magic User XP)/2
|
||
|
||
An evil jedi needs the following amount of XP per level:
|
||
|
||
(Fighter XP)+(Magic User XP)/2
|
||
|
||
A good jedi may advance to unlimited levels, no matter what race. An evil
|
||
jedi may only advance to 25th level (although this is a much higher level than
|
||
would ordinarily be in a campaign).
|
||
|
||
A Good jedi MUST be Lawful Good, no exceptions. An evil jedi must be evil,
|
||
but it may be neutral, lawful, or chaotic. Neutral jedi simply does not exist,
|
||
although any good DM may put it in their campaign with no arguments from me.
|
||
|
||
The jedi gain 1d8+1 hp per level up to 9th, then an additional +2 hp per
|
||
level, plus constitution bonuses.
|
||
|
||
A jedi does not start with any weapon proficiencies, acting as though all
|
||
four were spent on the lightsaber. I know this may be unrealistic, but it's
|
||
fair.
|
||
|
||
A jedi uses a "spell point" system, and gains 2d4 spell points per level up
|
||
to 9th, then an additional 2 sp per level afterwards. As for the spells, well,
|
||
I'll get to them later, or DM's may create some for their campaign now.
|
||
|
||
Hafun!
|
||
|
||
-Tom
|
||
|
||
* Origin: Orange Dragon, HD 50, #AT 4, 6d6/3d12/4d4/9d8, AC -6 (1:3632/1.5)
|
||
----------------------------------------------------------------------
|
||
By: Frank Lazar
|
||
Re: Re: ROTW: The Jedi
|
||
----------------------------------------------------------------------
|
||
In a message posted <19 May 92 18:52:56>, Thomas Head writes:
|
||
|
||
In the spirit of both the Star Wars and AD+D rpg, I suggest that you DON'T
|
||
feel obligated to start out Jedi PC's with lightsabers. Lightsabers were no
|
||
longer produced by the time of the movies and were rare enough that the sight
|
||
of any would be legendary. Instead I would suggest that a lightsaber could be
|
||
woven into a quest for a would-be Jedi testing both his bravery and concience
|
||
to the limit in the process.
|
||
|
||
AS a (mostly former) AD+D gm, I have a prejudice against limb severing
|
||
weapons being an automatic part of the class despite the justifiable
|
||
background. I would suggest that you use the wand of force from Unearthed
|
||
Arcana which was no doubt inspired by the SW lightsaber. The wand of force
|
||
which is described has havin a handle-like design has 3 functions although the
|
||
third was only usable by a magic-user with certain spell knowledge.
|
||
|
||
1) +5 bastard sword 1 charge/ turn of use
|
||
|
||
2) act as disintegrate if touched to a wall of force or similar
|
||
manifestation, regaining one charge in the process
|
||
|
||
3) Cast a wall of force provided user was a magician who had the spell in
|
||
his book.
|
||
|
||
I concede that my suggestions would jibe with what others consider "true"
|
||
Star Wars gaming. But I would counter that that would be better served with
|
||
the Star Wars RPG and if translated literally would ill-fit an AD+D campaign, I
|
||
try to propose a compromise.
|
||
|
||
Another consideration might be Jedi kits for various classes for more
|
||
variety. A Jedi wizard would be a variant on the Militant Wizard kit, whereas
|
||
a Jedi Psionicist could be very much like a young Yoda figure. Instead of
|
||
Jedi's facing Darth Vader, why not the forces of the divine Vecna or the
|
||
Emperor Ming. Revise an AD+D Jedi in the context where the Force isn't the
|
||
only magical force available and you can have something that can fit
|
||
harmoniously within AD+D especially if you use Spelljammer. Try too much for a
|
||
literal fit, and you'll be asking for trouble.
|
||
|
||
* Origin: The Hermit's Hut (1:2605/611.2)
|
||
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
|
||
-----=====Earth's Dreamlands=====-----
|
||
(313)558-5024 {14.4} - (313)558-5517
|
||
A BBS for text file junkies
|
||
RPGNet GM File Archive Site
|
||
.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
|
||
|
||
By: Nancy Mccaskey
|
||
----------------------------------------------------------------------
|
||
|
||
The Jedi Knight
|
||
(Condensed, First Edition version)
|
||
|
||
by Nancy McCaskey
|
||
|
||
|
||
Stats and hit dice: As Monk.
|
||
Races allowed: any
|
||
Alignment: Lawful Good only. Lawful Evil (Sith) Jedi have
|
||
switched alignment from Lawful Good.
|
||
Armor allowed: As Monk. The D.M. may rule that the Jedi have
|
||
the same armor class bonuses as monks. The
|
||
D.M. may allow armor to be worn for emergencies
|
||
and/or until the Jedi reaches 3rd level if the
|
||
campaign or dungeon is particularly rough.
|
||
Weapons allowed: any; light saber always preferred. See the
|
||
next section, "The Light Saber Revisited" for
|
||
full information.
|
||
|
||
Jedi hit and save as Fighters, due to their special abilities in
|
||
tuning in to "the Force." this ability gives them an intuitive
|
||
understanding of where and when to hit, as well as where their
|
||
opponent is likely to strike next. Because of this ability and
|
||
their training, Jedi have no minuses on their "to hit" rolls due to
|
||
blindness, darkness, or invisible opponents.
|
||
|
||
Restrictions: Material possessions restricted as Monk. Must
|
||
endure rigorous and highly disciplined
|
||
physical and psionic training. May not attack
|
||
an opponent first (see TLSR for details).
|
||
Uses the Monk Experience Chart, but with a
|
||
15th level maximum.
|
||
|
||
Benefits: Gains one Minor Discipline per level and
|
||
one Major Discipline every three levels.
|
||
*Telekinesis* will be learned as soon as
|
||
possible. Starts out with one Attack and
|
||
one Defense mode and gains one or the
|
||
other, alternating, every level. Held in
|
||
high, almost mythical, regard by most
|
||
Lawful Good societies. Levels of Psionic
|
||
Mastery are standard. A first-level Jedi
|
||
starts out with 100 + 11d4 psionic
|
||
points, then gains 10 points per level
|
||
until the species maximum is reached. He
|
||
or she can "recharge" faster than normal
|
||
by entering a trance (see TLSR for
|
||
specifics). To attain the rank of Jedi
|
||
Master (15th level), a Jedi must seek out
|
||
and defeat a Jedi Master. Unlike monks,
|
||
the loser will not lose a level; if the
|
||
player character fails to win the duel,
|
||
(s)he is free to try again in a year.
|
||
Good Jedi won't fight each other to the
|
||
death. An Evil Jedi can either kill or
|
||
subjugate his opponent. A Jedi cannot
|
||
advance beyond 3rd level unless (s)he is
|
||
under the tutelage of a Jedi Master.
|
||
Characters with the potential to become
|
||
Jedi are rare, Jedi Masters even more so.
|
||
A Jedi who takes time out from his/her
|
||
acetic schedule to marry (or reproduce,
|
||
in societies without marriage) will
|
||
probably choose a partner with high stats
|
||
in the hopes of producing another Jedi.
|
||
=================================================================
|
||
|
||
Light Sabers Revisited
|
||
(also by Nancy McCaskey)
|
||
|
||
Light sabers are specialized swords used by Jedi Knights and
|
||
their fallen brethren. An inactive light saber resembles a rod;
|
||
when activated, a long blade of light appears. The light will glow
|
||
blue-white for Good Jedi and a dull red for Evil ones. If a light
|
||
saber has been separated from its owner for more than 1 week, only
|
||
another Jedi will be able to reactivate it. A 0-level Jedi will
|
||
intuitively know how to recharge his/her light saber, which drains
|
||
2 psionic points from both Attack and Defense for each round it is
|
||
used. Light sabers only operate when hand-held; if fumbled or
|
||
dropped, it will turn off immediately. A Jedi may only own one
|
||
light saber at a time. No additional magical properties can be
|
||
added to a light saber.
|
||
|
||
Light sabers are a focus for the Jedi to use his/her psionic
|
||
points in combat. Jedi will prefer a light saber over any other
|
||
hand weapon. D4 weeks after obtaining a light saber, the weapon
|
||
will be bonded to its owner. Bonding will have the following
|
||
effects:
|
||
|
||
1. No Jedi of opposite (Good/Evil) alignment will ever
|
||
be able to use that weapon.
|
||
|
||
2. 2d4 charges will remain in the light saber for
|
||
emergency use, provided that the Jedi puts these
|
||
points into the weapon in the first place. If the
|
||
light saber is separated from (not in physical
|
||
contact with) its owner, these points will
|
||
dissipate at the rate of 1 per day.
|
||
|
||
3. The owner will be able to use telekinesis to bring
|
||
the weapon into his/her hand at a distance of 10
|
||
feet per level, with no drainage of psionic points.
|
||
The owner must already have *Telekinesis* as a
|
||
discipline, however. Certain spells and psionic-
|
||
dampening materials can block this power.
|
||
|
||
4. If the light saber is permanently lost or
|
||
destroyed, the owner will suffer the same
|
||
consequences as a magic-user killing his/her
|
||
familiar.
|
||
|
||
Good Jedi are allowed to fight only in self-defense or in
|
||
defending Good creatures from Evil. The base psionic cost for
|
||
using a light saber in combat is (10 - opponent's armor class).
|
||
Please keep in mind that two negatives make a positive, so trying
|
||
to hit AC -10 will yield (10 - - 10) = (10 + + 10), or 20 points
|
||
from Attack AND Defense.
|
||
|
||
If the Jedi wishes to make the light saber the equivalent of
|
||
a magical weapon, (s)he must spend 10 psionic points for each plus
|
||
desired. Unmodified damage from a light saber is 2-8 vs. all sizes
|
||
of opponents.
|
||
|
||
If the Jedi misses a "to hit" roll with any number other than
|
||
a 1, (s)he may spend (20 - unmodified number rolled) psionic points
|
||
from Attack and Defense to make the roll a hit. Critical hits are
|
||
*not* allowed with this method.
|
||
|
||
Light sabers can cut through flesh, stone, and metal, provided
|
||
enough points are expended. Some magical spells, notably *Wall of
|
||
Force*, can block a light saber. Light sabers in a high-tech
|
||
campaign can deflect lasers. The D.M. will have to rule whether
|
||
they can also block magical energy directed at the Jedi (Magic
|
||
Missile, Color Spray, etc).
|
||
|
||
In other words, a Jedi can hit hard and fast, but can't keep
|
||
it up for long! Under First Edition rules, the maximum psionic
|
||
points possible for a human are 144. (Yoda's were higher...anyone
|
||
who can levitate a SPACESHIP without breaking a sweat...!). Jedi
|
||
can recharge their psionic points at twice the Sleeping rate by
|
||
entering a trance state, but this requires, at the very least,
|
||
physical immobility and secure surroundings.
|
||
|
||
Light saber duels between Good and Evil Jedi involve both
|
||
physical and psionic combat. A trick particularly favored by Evil
|
||
Jedi is to slide their light saber along their opponent's, hoping
|
||
to catch their foe unawares and slice off a hand. They
|
||
deliberately injure, rather than kill, if they are trying to turn
|
||
their adversary to the Dark Side (Lawful Evil). A Jedi who
|
||
reclaims his/her light saber to continue the fight runs the risk of
|
||
having the OTHER hand amputated, essentially rendering him/her
|
||
temporarily useless. Many a young Jedi, suffering from pain and
|
||
shock, as well as the trauma of losing his/her light saber, has
|
||
either turned or chosen to suicide if (s)he can't find a way to
|
||
escape. (Note: the D.M. should leave this choice up to the
|
||
player--it should never be determined by rolling dice). Once a
|
||
Jedi attains the rank of Jedi Master, he or she cannot be turned.
|
||
|
||
* Origin: Join RPGNet today! Freq "RPG" for info! (1:3605/422)
|
||
|