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Thread: Jedi Powers

  1. #1
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    Jedi Powers

    What would be the powers that you would give to a Jedi.

    Here's what they have shown that I can think off
    Mind Control
    Telepathy - surface thoughts only
    Missle Deflection
    Telekinisis
    Jumping, actually decided to by it as flight up and down, must land at end of phase
    + to SPD
    Lightning Reflexes


    What else would you add. The telekinisis or mind control could be use to choke someone. The only other thing I can think of is Vadar's reflecting of Solos blaster shot, which could be his armor as much as the Force.

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    Re: Jedi Powers

    Originally posted by tiger
    Telepathy - surface thoughts only
    This may have some kind of activation roll or something, because I always thought it was amazing that Yoda and Mace Windu at the end of The Phantom Menace could be talking about the evil Sith Lord, and standing right next to Palpatine, and not sense the waves of immense evil from three feet away. (Or perhaps that was just a plot oversight. )
    What else would you add.
    Danger Sense ("There's a disturbance in the Force..." "I've got a bad feeling about this...")
    Precognitive Clairsentience with some kind of Limited Conscious Control Limitation ("Difficult to see. Always in motion is the future...")
    Luck for Jedi, Unluck for Sith.

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    Re: Re: Jedi Powers

    Originally posted by Derek Hiemforth
    (Or perhaps that was just a plot oversight. )
    I'd say it's a plot ploy or "only able to detect evil in untrained jedis"

    Danger Sense ("There's a disturbance in the Force..." "I've got a bad feeling about this...")

    Plot ploy only. Notice it never did them any good

    Precognitive Clairsentience with some kind of Limited Conscious Control Limitation ("Difficult to see. Always in motion is the future...")
    Would show that they don't have it at all I would think. Again never shown to use this ability

    Luck for Jedi, Unluck for Sith.
    Don't see this at all

    I was thinking of Sense Force. Jedi & Sith would also be able to hide themselfs as well. Something they have done in several movies. Obi wan detected Vadar, Luke detect Vadar, etc.
    Last edited by tiger; Mar 7th, '03 at 11:37 AM.

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    Re: Re: Jedi Powers

    Originally posted by Derek Hiemforth
    This may have some kind of activation roll or something, because I always thought it was amazing that Yoda and Mace Windu at the end of The Phantom Menace could be talking about the evil Sith Lord, and standing right next to Palpatine, and not sense the waves of immense evil from three feet away. (Or perhaps that was just a plot oversight. )
    Actually, this is an ability that the Sith have refined over the millenia...the abililty to be in plain site and remain hidden. Its effecitvely a snub aimed directly at the Jedi...the fact that the Sith is among them and they have no clue.

  5. #5
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    Some stuff I picked up from Star Wars d20:

    Animal Empathy: bonus to Animal Handling rolls. A higher level version might be purchasing Animals for your mental powers class of mind.

    Dissipate Energy: A low level Force Field vs. ED only. Keeps a Jedi from being torn up too badly by blaster bolts or a lightsaber nick.

    Speed: extra inches of running, probably with an increased END cost limitation.

    Michael Surbrook did a cool version of Darth Vader for HERO, see if that gives you any more ideas.

    http://www.devermore.net/surbrook/ad...arthvader.html

    Vader has a Force Sensitive power that, with a little trimming, should do the trick for all that "I sense a disturbance in the Force." kind of stuff.

    Lastly, I can't stress this enough, a copy of Star HERO if you don't already have one. It'll save you alot of guesswork I think (it certainly has for me).

    May the Force be with you.

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    Re: Re: Re: Jedi Powers

    Originally posted by tiger
    <snip>
    quote:
    --------------------------------------------------------------------------------
    Danger Sense ("There's a disturbance in the Force..." "I've got a bad feeling about this...")
    --------------------------------------------------------------------------------
    Plot ploy only. Notice it never did them any good
    Kept 'em from being (totally) surprised, which is all Danger Sense is supposed to do.

    Got a Bad Feeling...
    15 Danger Sense (15 pts), Out of Combat (+5), Intuitional (-5)



    --
    "An unimaginable evil is a dangerous thing, and a great deal of it is merely good manners."

  7. #7
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    Yes the Lucas even said himself that the Sith's greatest power is that they can hide their presence. This is how they survived for one-thousand years W/out getting wiped out. Subtrafuge is a fabulous skill.

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    Lets look at various uses of Powers in the Star Wars movies (movies only) and compare them to Hero powers equivalents:

    Episode-1:

    Qui-Gon and Obi-Wan both sense that something was wrong shortly after Knute Gunray decided to kill them. [Mystic Danger Sense]

    Qui-Gon and Obi-Wan wade into a squad of Battledroids laying waste to them seemingly with no effort whatsoever. [High speed...possibly speed aid. Skill levels with Sweep]

    Both Jedi use Telekinesis to shove Battledroids out of the way. [Telekinesis. Energy Blast w/x2 knockback. Stretching with Invisible power effects; sight.]

    The Jedi stand their ground against an entire squad of Battledroids firing blaster rifles at them. They deflect the bolts away and reflect several of them back at the attackers. Neither Jedi is hit even once during this action. [Missile Deflection/Reflection(beam weapons only) with bonus levels to deflect. DCV Skill levels(only while Missile Deflecting). Force Wall(does not block AE attacks)]

    Qui-Gon Jinn attempts to cut through a solid metal door with his lightsabre...and does a good job at it. They close the (very heavy!) blast doors. Qui-Gon shoves his lightsabre though the blast door, attempting to heat it to the point of melting. The blast door is glowing red hot and beginning to melt in the center...the point nearest the lightsabres blade. The heat is hot enough to burn cloth/skin/hair within 6 or 7 inches of it. Qui-Gon's hands are mere centimeters from the extremely hot blast door, yet the heat does not seem to bother him in the sleightest. A precedent for Energy Absorbtion/Dissipation. [LS:Immunity to Heat. Damage Reduction(energy). Energy Damage Resistance.]

    Droideka's appear before Qui-Gon can melt through the blast door. The Jedi can't reflect blaster bolts into the droids because of their energy screens, so they flee at SUPERSPEED to escape the enhanced battledroids and come up with a plan. [Enhanced running. Aid to running. Aid to Speed. Increased noncombat multiplier for running.]

    On Tatooine, Qui-Gon attempts to use the Jedi Mind Trick to convince Watto to sell them a part for their starship at a severely reduced price. It fails however because Watto is a Toydarian. [Mind Control(not vs Ego 15+).]

    Qui-Gon tries to convince Watto to bet Anakin on the outcome of the race, but Watto counters with either Anakin OR his mother depending on the random roll of his chance cube (obviously loaded). Qui-Gon waves his hand and affects the outcome of the dice roll. [Telekinesis; Fine Control. Luck.]

    Darth Maul is bearing down on Qui-Gon and Anakin swifly. Qui-Gon detects this and yells for Anakin to "Get Down!" and readies his Lightsabre for combat. [Danger sense]

    Whew! So many!

    More to come later...

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    Re: Re: Re: Jedi Powers

    Originally posted by NuSoardGraphite
    Actually, this is an ability that the Sith have refined over the millenia...the abililty to be in plain site and remain hidden. Its effecitvely a snub aimed directly at the Jedi...the fact that the Sith is among them and they have no clue.
    And when you're decked out like Vader or Maul, the fact that you can't be detected as "Dark Side" is a bit irrelevant.

    JG
    Hero System is not a religion. It gives you the tools to build a religion. -Lord Liaden
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    I need to define my worth by the amount of rep points I have on an obscure board frequented by people I have never seen nor met. -Catacomb
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  10. #10
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    Star Wars HERO

    Here is something to check out if you are planning on doing something like a Star Wars HERO game:

    http://www.sysabend.org/champions/ca...Generation.htm

    I hope the link works...it works on my computer.
    d20 is a kindergarten system. HERO is a real system. Now that the truth is out, we can all get along.

  11. #11
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    Another Good Resource

    You should also check out:

    SWRPG Network

    It has a lot of Star Wars info. It's designed for the WEG d6 and WotC d20 Star Wars, but is very useful nonetheless.


  12. #12
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    Re: Star Wars HERO

    Originally posted by ShadowRaptor
    http://www.sysabend.org/champions/ca...Generation.htm
    I don't know if I totally like the VPP system. Beside being quite expensive for a heroic setting there has only been a handful of force powers shown.

    <table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">25&#160;&#160;</td><td><b><i>Force Powers: </i></b>Multipower, 25-point reserve&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>1) <b><i>Power Over Weak Minds: </i></b>Mind Control 5d6 (25 Active Points)&#160;</td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>2) <b><i>Str, Of Mind: </i></b>Telekinesis (16 STR) (24 Active Points)&#160;</td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>3) <b><i>Read Surface Thoughts: </i></b>Telepathy 5d6 (25 Active Points); Surface Thoughts only (-1/2)&#160;</td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">3m&#160;&#160;</td><td>4) <b><i>Great Jumping Ability: </i></b>Flight 12", Only to move up or down (+0) (24 Active Points); Must Land At The End Of The Phase (-1/2)&#160;</td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>5) <b><i>Quick Hands: </i></b>Missile Deflection (Any Ranged Attack), Hardened (+1/4) (25 Active Points); Must Have Jedi Weapon (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>6) <b><i>Quick : </i></b>Lightning Reflexes: +5 DEX to act first with All Actions (8 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>7) <b><i>Quick Of Mind: </i></b>+2 SPD (20 Active Points) (added to Primary Value)&#160;</td><td valign="top" align="right"></td></tr></table><br>

    Now this is merely a start. I have seen the energy dispersion idea. The only time this was shown was when Han shott at Vadar and that could be Vadar's armor as much as anything else. I'm still trying to think if they every showed something else in the movies. Danger Sense and Procog has been mentioned but they never showed either in the movies.

    I do think that a perk would be need to use/sense the force and perhaps a force skill as well

  13. #13
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    On the OLD, old boards (back in the Days Of Which We Do Not Speak), someone posted the idea that the infamous 'Jedi Mind Trick' ('JMT') was, in fact, PRE 'Only to do Presence Attacks'. The supporting points were (if memory serves correctly) that the 'only works on the weak willed' limitation of the JMT is perfectly reflected by the Presence Attack working against the stronger of PRE or EGO, and the effect of the JMT is nicely modeled by the effects of a Presence Attack. The SFX of the JMT Presence Attack is, of course, much more subtle than what we normally associate with a Presence Attack, but doesn't SFX make all the difference sometimes?

  14. #14
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    Originally posted by Peregrine
    On the OLD, old boards (back in the Days Of Which We Do Not Speak), someone posted the idea that the infamous 'Jedi Mind Trick' ('JMT') was, in fact, PRE 'Only to do Presence Attacks'.
    I don't understand that concept. The mind trick force them to do as your wish thus mind control.

    There has been the concept that it will only work on egos of 15 or less. I fail to see this idea either. Their were only 2 people that it didn't work on. Jabba and the Junkman. I would think that mental defense would be more accurate than just a ego.

  15. #15
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    Originally posted by tiger
    Their were only 2 people that it didn't work on.
    If you want it to work on nearly everyone who isn't a Jedi or racially immune, then you're going to need a whole lot more Mind Control than the paltry 5d6 you have listed above. The two big examples of the mind trick in action we see in the original trilogy (Obi-Wan convincing the Stormtroopers to leave them alone and let the droids go, and Luke convincing Jabba's aide to take Luke to see Jabba) are both things that the targets would normally be against doing. (Stormtroopers would normally be against freeing people they'd been ordered to look for, and Jabba's aide would normally be against breaking Jabba's orders and bringing a Jedi within lightsaber range.) That's an EGO+20 effect. To get an EGO+20 effect on even someone with a 10 EGO and no Mental Defense, you'd have to roll all 6's on a 5d6 Mind Control, making your chance of success virtually nil.

    Lets' assume that the mind trick can't be used to make people do things they're violently opposed to (no EGO+30 effects). To be reasonably assured that you could get EGO+20 effects on people up to 15 EGO or so (above which you might start running into Jedi and potential Jedi), and get them without failing very often, you'd need to have about 14-15d6 of Mind Control. (You need to roll 35 for the desired level of effect on a target with a 15 EGO and no Mental Defense, plus you want to be sure you'll roll 35 almost all the time. At 14-15d6 of Mind Control, you'll succeed in rolling 35 or more about 98% of the time. If you're willing to drop that to about 95%, you could go with 13d6.)

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