SW d6 Jedi Handbook.pdf

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Handbook.PDF
The Jedi Handbook
Everything you ever wanted to know about Jedi but were too lazy to look up.
Version 1.2
Compiled and Edited by David Barnhart
Web Pages Maintained by Darryn Glass and Charles F. Zacher
http://homepage.interaccess.com/~echmyr/TheJediHandbook.html
http://w3.uokhsc.edu/czacher/swrpg/jedihb/findex.html
Table of Contents:
Introduction
What’s New?
Part I: Frequently Asked Questions
Part II: The Dark Side
Part III: The Rules
Part IV: The Jedi Academy
Part V: The Characters
Part VI: The Path of Baadu
Part VII: Teepo Paladins: Quick Draw Jedi
Part VIII: Monks of Shimura
Part IX: The Aiki Order, Jedi Kung-Fu Style
Part X: The Shadow Dragons, Dark Assassins
Part XI: The Weapons of a Jedi
Part XII: Lightsaber Dueling
Part XIII: Adventure Ideas
Part XIV: The Powers
Appendix I: Relationship/Proximity Charts
Appendix II: Time Line
Appendix III: Artifacts
Appendix IV: Random Lightsaber Tables
Appendix V: Random Jedi Text Creation Tables
Appendix VI: Teepo Blaster Misfire Tables
Appendix VII: Known Force Users
Appendix VIII: Blank Character Background Sheet
Appendix IX: Blank Character Sheet
Appendix X: Suggested Attribute Die Codes for Beginning Jedi
Appendix XI: The Credits
Introduction
Since the birth of the Galactic Republic, the Jedi Knights upheld the peace. From
system to system, grand Jedi Praxeums were established to train potential Jedi in the ways
of the Force. For twenty-five thousand years the Knighthood functioned as explorers,
educators, and enforcers of justice. Through their strong connection to the Force, they
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were capable of amazing feats of mind and body. This handbook is a collection of various
works by numerous people (mostly from the Star Wars Role Playing Game Mailing List)
as well as a quick and easy reference tool to help in the design and play of Jedi in Star
Wars RPG. The contents of this handbook are in no way meant as a substitute for buying
the books; instead, it is an alternate way of looking at the rules and a quicker way to find
information than fumbling through several hardbacks.
All the information in this booklet (Version 1.2) has been adapted for my own
games. An “at symbol” (@) is used throughout the text to indicate a, usually drastic,
change in the rules published by West End Games.
The contents of this book were written by various people each with their own
unique view of the Force. No reader is expected to agree completely with everything
provided. Some people don’t believe the Force may be used to manipulate electronics.
That’s fine. Others feel that a Jedi using the Force to take a life (as with Lightsaber
Combat and Force Bolt) always awards a Dark Side Point. This view is also fine. The
bottom line is this, when reading the Jedi Handbook remember the Golden Rule: “If you
don’t like the rule, don’t use it!”
Any gripes, flames, opinions, objections, compliments, questions, and (most
importantly) contributions for the next edition should be e-mailed to Dave Barnhart at
Dbarnhar@vt.edu (until December 1997).
What’s New?
Changes since Version 1.1 include:
Expanded FAQ
Revised Introduction
Corrected Credits
Revised/Expanded/Corrected Rules
General Revisions: Character Sheet, Ilum Gem Costs, Lightsaber Modifications,
Spiffy new tables
The Dark Side (Revised)
The Jedi Academy (Revised)
Monks of Shimura (Revised)
Part IX: The Aiki Order, Jedi Kung-Fu Style
*Complete* Martial Arts Rules
Part X: The Shadow Dragons, Dark Assassins
Adventure Idea: “Raisers of the Lost Ark”
Adventure Idea: “Into Extinction”
Alternate Rules: Learning/Improving Skills and Powers through Research,
Learning Powers through self-discovery and enlightenment, Force Modifiers
Powers edited to reflect changes in the Tales of the Jedi Companion
New Weapons: Lightbo, Light Sai, Lightbow
Appendix V: Random Jedi Text Creation Tables
Revised Powers: Empower Self, Track Hyperspace Trails
New Powers: Empowered Lightbo Combat, Force Static, Lightbo Combat, Force
Archery, Regenerate, Regenerate Other, Bloodlust, Pacifism, Aiki Combat, Surge, Release
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Spirit, Discharge Spirit, Break Bones, Wisdom, Dream, Survive in Hard Vacuum, Cloak
of Darkness, The Dragon, Hands of the Jhemadan, The Clouds Parting, Crimson Burst,
Shadow Mist, Jhemadan Combat, Shadow Split, and Mind Sand.
Part I: Frequently Asked Questions
1) Can a non Force-Sensitive character receive Dark Side Points?
Yes, but only through undeniable acts of evil including using a Force Point to
commit evil.
2) Can a non Force-Sensitive character “Call Upon the Dark Side?”
@ No. In order to call upon the Dark Side the character must have a strong
connection to it (i.e. Force-Sensitive). The Dark Side simply ignores those who are not
gifted.
3) Can a non force-sensitive character ever become force-sensitive?
Yes, but at the cost of 20 character points and a reasonable explanation why.
4) If I am force-sensitive, do I have to be a Jedi?
No.
5) What’s the use of being force-sensitive if I’m not a Jedi?
Well on the good side you start with 2 Force Points, instead of 1, and you have the
option of later learning Jedi Powers. On the bad side, you feel the full effect of the Force
just like a Jedi and will receive Dark Side Points just like one (even if you’ve never heard
of the “Jedi Code”).
6) Why do powers like Electronic Manipulation grant Dark Side Points even when used
for good?
When it comes to the Force, the ends do not justify the means. Certain powers
like Electronic Manipulation, Telekinetic Kill, and Force Wind all may be used for good,
but they must be fueled by hate, anger, or aggression (i.e. the Dark Side). Using hate,
anger, or aggression with the Force is always darkness through action (see Part II: The
Dark Side).
7) I don’t get it. Why can’t I use Electronic Manipulation while at a state of calm?
Here’s a cheesy answer . . . because the power’s description says so. If you were
to use the Force to restore a computer’s original programming while at a state of calm you
would not be using Electronic Manipulation. You would be using a similar power which
requires a calm state of mind; CyberLocke perhaps (see New Powers). If a Jedi wished to
be able to manipulate programming while both angered and calm he would either A) have
to learn both powers or B) have to “stretch” one of the powers as described in the rules
section. Look at Emptiness and Rage. They essentially have the same effect but one is
Light and the other is Dark.
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8) The Rulebook mentions receiving a Dark Side Point whenever a Jedi uses the Force to
take a life. Does this mean that I get one whenever I add Control to my Damage dice as
per Lightsaber Combat?
It depends. If a Jedi kills in defense, of himself or another, than no. If the Jedi
struck out of anger, was filled with aggression, or the use was “unjustifiable violence,”
then yes. See Part II: The Dark Side for more details.
9) Can a droid be Force-Sensitive?
This is another one of those heavily debated topics on the Star Wars RPG Mailing
List. People can, and will, debate this until they’re blue in the face, but the bottom line is
it is up to each individual GM to decide how the Force affects droids, if at all, in their
games. The only thing WEG has said on the matter is that droids may expend Character
and Force Points just like other characters. This at least shows they may manipulate the
Force to some degree.
In my games it is possible for a droid to be Force-Sensitive, but it must meet
several requirements:
First, the droid must have free-will. As part of standard manufacturing and
Republic/Empire regulations, all droids are built with programming specifically designed
to prevent free-will. This basically states that the droid must obey it’s master, may not
harm a living being, impersonate a deity, etc. If it wasn’t for these safeguards, the droids
would quickly figure out that they’re stronger, smarter, and tougher than their masters,
and turn on them.
Second, the droid must embrace the understanding that it is a life form. The Force
is created by all living things and requires the belief of life to manipulate it (even
subconsciously). It is not required, but it is most likely, that a droid be designed to emulate
life in order to grasp this understanding (it is much more likely that a Protocol droid would
understand this than an Astromech).
Third, The droid must be able to learn and evolve. The Force is always in motion
and must be experienced to be understood. No programming could ever allow an
individual to understand it. Thus, the droid must be designed to learn and adapt instead of
programmed. In game terms, the droid learns and improves skills just like a normal
character and doesn’t undergo any sort of programming.
Last, the droid must be sentient using the definition of sentience as self awareness
that does not involve perception. There are a lot of subtle, minute aspects of a person’s
being which determine if it is sentient/living or not. Just saying, “I’m alive,” is not enough
to prove you’re alive. Call it destiny, fate, the fabric of life, the Force, a soul, or whatever,
but if you don’t have one (or if its not on your side) then you’re not sentient. This is
solely up to the GM to determine. Droids should not try to become Force-Sensitive. In
the rare times it happens it is almost always brought on by external factors and used as a
plot device (example: Johnny 5 being struck by lightning in Short Circuit).
Note: If a droid has its memory erased or will-inhibiting programming added, it
loses all Force-Sensitivity. Also, remember that meeting all the above criteria does not
make a droid Force-Sensitive. It merely shows the possibility of being Force-Sensitive.
In game terms, the droid would still have to pay 20 Character Points and offer a
reasonable explanation to the GM as to why it is now in tune with the Force. Data from
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Star Trek and Janice from Robotech II: The Sentinels fit this mold.
10) When is the “by the books” version 2 coming out?
In short: never. The original concept of putting all the official rules into a clear,
concise format for players and GMs alike does not fall under “Fair Use” copyright laws,
and the project has been postponed indefinitely.
11) I’m new to these games, what do I need to purchase to play Star Wars RPG?
All you need to purchase is a copy of the Star Wars Role-Playing Game 2nd
Edition, Revised and Expanded from West End Games. Purchasing the Tales of the Jedi
Companion (also from WEG) is HIGHLY recommended for running Jedi centered games.
12) This Handbook makes several mentions to a Star Wars RPG Mailing List. How do I
join?
To Subscribe to the SW-RPG list send e-mail to:
mailserv@drycas.club.cc.cmu.edu with a blank Subject line. In the body of the
letter type: SUBSCRIBE SW-RPG. Do not include a signature or any other information.
13) Where on the World Wide Web can I find more information about Jedi and the SW-
RPG?
The Jedi Handbook may be found on-line at Darryn Glass’ page without frames:
http://homepage.interaccess.com/~echmyr/TheJediHandbook.html#PartIV
and at Charles F. Zacher’s page with frames:
http://w3.uokhsc.edu/czacher/swrpg/jedihb/findex.html
The ULTIMATE Dark Jedi Site is: http://members.gnn.com/RBKugel/page-1.htm
A wealth of Jedi information is available in the resource pool via ftp at:
ftp://drycas.club.cc.cmu.edu/jae/star-wars/sw-list/resource/
The following Fan Pages also support the Jedi Handbook:
The Star Wars Insider at http://www.geocities.com/Area51/8166/swrpg.htm
Part II: @ The Dark Side
Gaining Dark Side Points:
There are three ways a Force-Sensitive character may gain Dark Side Points:
Through Action, Inaction & Calling Upon the Dark Side.
Action: Anytime a Jedi knowingly and willfully breaks the Jedi Code he gains a
Dark Side Point. This includes any use of unjustified violence and justifiable violence
fueled by hate or anger. It is the GM’s duty to decide what is and is not “justifiable
violence.” A good guideline is any act that makes you say, “Damn, that’s cold!” is
unjustifiable.
Example: A Jedi uses Telekinesis to suspend a target off the ground (thus taking
away its chance to dodge) while other PCs gun him down. This is unjustifiable.... cool,
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