Jedi Mechanics

Basically they can have whatever they want up. Perhaps look at the paladin/cleric model.

Use power point system as written

Instead of using Power Points, characters with Arcane Backgrounds simply choose the power they want to activate and make an arcane skill roll. The penalty to the roll is half the power’s usual Power Point cost (rounded down). Casting the armor power, for example, which costs 2 Power Points, is an arcane skill roll at –1.

Once cast, check the results below:

  • Success: The power activates as usual.
  • Raise: A raise on the roll grants any additional bonuses to the power stated in its description. Armor, for example, grants a +4 bonus to Toughness with a raise.
  • Failure: All currently maintained powers are cancelled and the caster is Shaken.

Backlash: Using the Force has a prime risks – turning to ones emotions to enhance your powers. If a caster rolls a 1 on the Force skill die when using one of his powers it automatically fails and he must make a Spirit check or lose a Light Side point.

Maintaining the Force: Characters can maintain powers as long as desired, but each power maintained inflicts a –1 to cast any new powers. Thus a Jedi with Deflection can keep the power going indefinitely, but suffers a –1 penalty if he then attempts to enhance his Strength.

Interrupting Powers: If a character with an activated power is Shaken or suffers a wound or Fatigue level, he must make a Smarts roll to maintain all his powers. If the roll is failed, all powers are instantly dropped. A Jedi with armor who suffers a Shaken result, for example, must make a Smarts roll. If the Jedi suffers two wounds from an attack, he must make a Smarts roll at –2.

Powers shut down automatically if the caster sleeps or is rendered unconscious.

Force Meditation: A caster may prepare by concentrating for a round (no movement or other actions and avoid interruption, as described above). If successful, he ignores 2 points of penalties on all powers cast with his next action.

If he does not enact any powers on his next action, the preparation is lost.

except that all spells are fixed cast. So most last three rounds. No concentration penalties, but they are considered maintained (damage triggers roll to keep active). Have to recast after base duration is over (maybe make it a free action?) to *

Dark side

One key difference is that that the Dark Side Force users have no penalties when using the Force, including wound. Dark side users channel their emotions, anger and pain drive their powers. In addition, Wound penalties add to rolls to maintain spells (anger and pain).

Dark Side users can also spend a Bennie to ignore one multi-action penalty.

Falling to the Dark Side

  • Need a name, call in Light Side = 2 plus half Spirit
  • Can give into emotions on occasion, pick casting / skill penalties to ignore and perform actions. Then have to make immediate Spirit minus the penalties ignored. Failure drops LS by 1, 2 for crit fail
  • Fall below 4 and you start to take on DS traits
  • At zero, need to decide what happens. Ripper and horror sanity might be a guide. Just need one more stage before complete fall
  • Backlash also triggers Spirit check (-2 if crit failed Force casting)

Jedi Knight

* Ignore 1 casting penalty
* Will not accidentally chop limbs off

Jedi Master

* Ignore 2 casting penalty
* Redirect blaster shots. If shooter rolls a 1 (and misses if a WC) then it randomly hits another enemy
* If Spend an action, can redirect on miss (target)

Jedi Mechanics

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