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Alignment: To be a Jedi, the character's alignment must be either Principled or Scrupulous.

Any
character that is of selfish alignments may be corrupted and turned evil. Those of evil alignment are
considered to be Sith of the darkside.

Attribute Requirements: A minimum M.E. of 12, with an I.Q, M.A. and P.S of 10 or higher is required.

Racial Requirements: None, as long as the racial requirements are met.

Special Training & Bonuses:


Attributes Bonuses: +1d4 to M.A., M.E., P.S., P.P. and Spd Attributes +1d4x10 to S.D.C. are applied
after the initial roles are made and the requirements met. This is in addition to bonuses gained from any
Physical Skills.
Saving Throws: A Jedi Knight only needs to roll a 10 or higher to Save vs. Psionics.

Combat Bonuses: +1 A.P.M., +3 to Initiative, +1 to Strike, +2 to Dodge, +2 to Pull Punch, and +1 to Roll
with Punch.

Power Category/Skills: Acrobatics (+15%), Gymnastics (+15%), Hand to Hand: Martial Arts, Land
Navigation (+10%), Languages: Two of choice (+20%), Law (+10%), Lore: Jedi (see description below),
Lore: Sith (see description below), Physical: Three of choice (+15%), Pilot: Two of choice (+5%),
Recognize Weapon Quality: Lightsabers only (+15%), W.P. Lightsaber (see description below).

Power Category/O.C.C. Related Skills: Select six skills at level one and one additional skill at level 3, 6,
9 and 12. All new skills start at a level one proficiency.

Communication: Any.
Domestic: Any.
Electrical: Basic only.
Espionage: Any (+10%), except Sniper.
Mechanical: Basic only.
Medical: Any, except Cybernetic Medicine and Cybernetic M.D.
Military: Any, except Cyberjacking (+5%).
Physical: Any (+10%).
Pilot: Any.
Pilot Related: Any.
Rogue: Any, except Cyberjacking (+5%).
Science: Any.
Technical: Any, except Cyberjacking (+5%).
Weapon Proficiency: Any.
Wilderness: Any.

Secondary Skills: Select six other skills at level one and one additional skill at levels 3, 6, 9, and 12. All
new skills start at a level one proficiency.

Special Skills/Techniques
The Jedi Knight possesses the following skills and techniques:

Resist Disarm Attacks: The Jedi Knight depends on his Lightsaber to defend himself. Therefore, the
Jedi has developed a skill and technique that reduces an opponents bonus to disarm by half, and
opponents without disarm bonus automatically fail unless they roll a Natural 19 or 20.

Combat Acrobatics: The Jedi Knight is constantly connected with the force, so he's developed the ability
to fight and strike even when moving and off-balance. No penalty to strike when moving.

Build and Repair Lightsabers: The ritual of constructing one's own Lightsaber was an integral part of
the Jedi's training, and involved not just the technological skills, but also a close attunement to the force
to create the device. A failed roll means the Lightsaber does not work when activated and will have to
start over from scratch. Base Skill: 40% + 5% per level of experience.
Lore: Jedi: This is the study of the History and the traditions of the Jedi order. Base Skill: 30% + 5%.

Lore: Sith: This skill determines how knowledgeable the Jedi Knight is in the various aspects of the Sith
order, which includes history, legends and/or philosophies. Base Skill: 15% + 5% per level of experience.

W.P. Lightsaber: The Lightsaber is a weapon that is only available to a Jedi Knight or the Sith. It takes
special training to weld a Lightersaber due to the unique balance of the saber, with all its weight in the hilt.
To weld a lightsaber was to demonstrate incredible skill and confidence, as well as a masterful dexterity
and attuned to the Force.

Bonuses:

A.P.M.: +1 at level 1 and an additional +1 A.P.M. at levels 3, 7, 11 and 15.


Strike: +2 to strike at level 1 and an additional +1 to strike at levels 2, 3, 6, 9, 12 and 15.
Parry: +1 to parry at level 1 and an addiitonal +1 to parry at levels 2, 4, 7, 10 and 13.
Strike when Thrown: +1 to strike when thrown at level 1 and an additional +1 to strike when thrown at
levels 4, 8, 11 and 14. Effective range with a lightsaber: 25 feet + 5 feet per level of experience.
Disarm: +1 to disarm at level 1 and an additional +1 to disarm at levels 3, 6, 9, and 15.
Energy Parry: +1 to parry energy attacks at level 1 and an additional +1 at levels 4, 10 and 15. To
deflect energy blasts, the deflection works just like a normal parry.
Redirect Energy Blasts: To deflect an energy blast to another target or back to the attacker, a
successful Energy Parry must be rolled, then a roll to Strike with half of the usual bonus to strike
rounded down.

Special Abilities/Powers:
P.P.E.: Most of the Jedi's P.P.E. has been expended in the development of the Jedi's Force Powers. The
remaining permanent P.P.E. base is only 2d4.

I.S.P: The same as P.P.E. noted above

Force Powers (F.P.): During the Jedi's training he has learned to change his innate P.P.E and I.S.P. into
Force Points.

Base Determination: Roll 2d4x10 plus the character's M.E.x2 attribute.


Level Advancement: As the Jedi character grows in experience and power, so does his F.P. Each
additional level beyond 1st level adds +30 F.P.
Mega Heroes: If the Jedi Power Category is combined with the Mega Hero option in Heroes
Unlimited, increase the F.P. by 50%.
Psionics: The Jedi Warrior is considered in game terms a Natural Psionic. The Jedi hero gets to
select a total of 8 powers from the categories of Healing, Physical or Sensitive. In addition, the hero
can choose 2 abilities from the Super-Psionic category. Any Psionic powers can be chosen except for
the following: Astral Golem, Ecoplasm, Ectoplasmic Disguise, Exorcism, Group Mind Block, Group
Trance, Mentally Possess Others, Mind Block Auto-Defense, Psi-Sword or Sense Magic. Instead of
the cost in I.S.P., it is replaced by F.P. cost.
o Additional Psionics: At each additional level of experience (2nd and above) select 2 new
psionic powers from the lesser categories, and at every other level of experience (3, 5, 7 9,
11, 13, and 15), 1 new Super-Psionic ability can be chosen.
Magic: Select a total of 8 magic spells from levels 1-8. Any magic spell can be chosen except for the
following: Age, Animate and Control Dead, Armor Bizarre, Armor of Ithan, Carpet of Adhesion,
Exocism, Expel Demons, Eyes of the Wolf, Fool's Gold, House of Glass, Invisibility (Superior), Ley
Line Transmission, Lightblade, Love Charm, Luck Curse, Magic Net, Magic Pigeon, Metamorphosis:
Animal or Human, Monster Insect, Multiple Images, Power Weapon, Reduce Self, See the Invisible,
Spoil, Stone to Flesh, Swords to Snakes, Turn Dead, Water to Wine. Any spell that have the magic
descriptor is replaced by Force description, i.e. replace Decipher Magic with Decipher Force. Instead
of the cost in P.P.E.., it is replaced by F.P. cost.
o Additional Spells: At every other level of experience (3, 5, 7, 9, 11, 13 and 15) one new
magic spell can be chosen from levels 1-8.

Standard Equipment:
A set of Jedi robes, a custom made Lightsaber, a gas mask and filter, first aid kit (standard), Knapsack,
communicator (small), emergency food ratios and some personal items.

Lightsaber: Damage: 1d4x10 MDC or 1d6x10 SDC (S.D.C. worlds) +5 per level of experience. In the
hands of a non-Force user, the damage does not increase with additional levels of experience; it will just
do the standard damage of 3d6.

Bonuses/Penalties: +1 to strike due to the lightweight balance of the weapon in the hands of
someone who is trained in the W.P. Lightsaber skill. Character attempting to use the weapon without
the W.P. Lightsaber skill will actually receive a penalty of -1 instead.
Armor Rating Modifier: The Lightsaber is such a deadly weapon that is reduces the A.R. rating of a
target by 2. So it a target has an A.R. of 12, against the Lightsaber, the same opponent now has an
A.R. of 10 against Lightsaber attacks.
Black Market Cost: Lightsabers are virtually impossible to come by in the Black Market. a Jedi will
never relinquish or willing give up their weapon or would make a Lightsaber to sell.

Money: A Jedi Knight starts out with 1d4x100 Universal credits and 1d4x100 worth of sell-able items.
They start with minimal cash, for they are expected to make their own way in the world and the Jedi do
not believe in possessions.

Special Skills:
Build and Repair Lightsabers: The ritual of constructing owns Lightsaber was an integral part of a Jedi's
training and involves not just the technological skill, but also the close attunement with the Force. A failed
roll means the Lightsaber does not work when activated. Base Skill: 40%+5% per level of experience.

Lore (Jedi): This is a study of the history and the traditions of the Jedi order. Base Skill: 30%+5% per
level of experience.

Lore (Sith): This skill determines how knowledgeable the Jedi Knight is in the various aspects of the Sith
lore, which includes history, legends and philosophies. Base Skill: 15%+5% per level of experience.

W.P. Lightsaber: The W.P. Lightsaber skill is a specialized skill that only available to the Jedi or Sith. It
takes special training to weld a Lightsaber due to the unique balance of the saber, with all its weight in the
hilt. To properly weld a Lightsaber demonstrated an incredible amount of skill and confidence as well as a
masterful attunement with the Force.

Bonuses:

A.P.M.: +1 A.P.M. at levels 1, 3, 7, 11 and 15.


Strike: +2 to strike at level. Add an additional +1 to strike at levels 2, 3, 6, 9, 12 and 15.
Parry: +1 to parry at level 2, 4, 7, 10 and 13.
Strike when Thrown: +1 to strike with thrown at levels 1, 4, 8, 11 and 14. Effective Range: 50ft.
Disarm: +1 to disarm at levels 1, 3, 6, 9 and 15.
Energy Parry: +1 to parry Energy attacks at levels 4, 10 and 15. To deflect energy blasts, the
deflection works just like a normal parry.
Redirect Energy Blast: To deflect an Energy blast to another target or back to the attacker, a normal
parry must first be rolled and then a roll to strike without benefit of any special bonuses to strike.

Disclaimer: Character, weapons, equipment, places, name are references are used here for enjoyment purposes
only. Conversions in no way shape or form are intended than other than pure fun. No profiles or any form of
compensation were derived from this conversion. All respective rights are reserved to the respective owner.

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