Star Wars Module

Blasters: Use the standard chart for all firearms to represent blaster weapons. In a Star Wars Campaign, standard physical ammunition weapons, called Slugthrowers, deal identical damage to unarmored targets. Targets wearing modern armor downgrade any damage from slugthrowers by one step, in addition to any other effects.

The Force:

FLUX points are now Force points. All characters still may have them and use them as FLUX points; however, certain Force powers may require them for activation, and Force-sensitive characters may face certain consequences, depending on how these points are spent.

Force Track:

3
2
1
0
-1
-2
-3

Specs:

Meditative Combatant 1, 2, 3
Prerequisite: Force-Sensitive, Wield Force 6, 8, 10, Melee 6. Weapon Proficiency: Lightsaber.

1. You may use Mental Finesse instead of Physical Finesse to calculate Melee pools when wielding a Lightsaber and Unarmed pools.
2. You may use Wield Force instead of Unarmed to calculate Unarmed pools, or Melee to calculate Melee pools when wielding a Lightsaber.
3. You may empower an object roughly the size of an ignited Lightsaber while in combat, such as a walking stick or a sword. You may use this weapon to calculate an Active defense as if you were wielding a Lightsaber, and it is not sundered when involved in a parry with a Lightsaber. The object still deals based damage as normal; a stick would deal base Hit damage, a sword would deal base Wounds, etc.

Control
Sense
Alter
(pending)

New Skill: Wield Force: Prerequisite: Spec: Force-Sensitive
Combat Skill. Similar to Wield Power, specific to using the Force and Force-based powers.

Force Powers:

Attack: Mental
Telekinesis
Telepathy

(pending)

Lightsaber Combat:

Lightsaber Lock: If a lightsaber attack that is successfully parried by a lightsaber, and that attack result was within two of the target’s Active Defense, a lightsaber lock occurs. Similar to a grab, both opponents may only use Active defenses against each other, and cannot move. On either opponent’s turn, he may:
-Move away, breaking the lock. The other opponent may immediately make a counterattack on him with his full attack bonus.
-As an Action, roll Physical Might + Melee versus the target’s defense. On a success, the target is pushed back two meters per threshold, breaking the lock. If the attacker has at least one extra threshold of success, he may, instead of pushing his opponent, make a free lightsaber attack at his opponent (no action). Alternatively, he may use Mental Finesse + Wield Force to throw the opponent telekinetically.

Lightsaber – Specialized, Maim, Finesse, regular melee weapons destroyed on an opposed successful parry. Ignores most Armor.

Double-Bladed Lightsaber – Specialized, Maim, +1 to Parry, -1 to accuracy, Finesse, regular melee weapons destroyed on an opposed successful parry. Ignores Armor. Special: If the character has Specialized Weapon Proficiency: Lightsaber, he may wield a Double-Bladed lightsaber with no penalty as a normal lightsaber. If he also has Specialized Weapon Proficiency: Double-Bladed Lightsaber, at the start of the wielder’s turn, he may choose to wield it as a staff or as two weapons, gaining any benefits from specs which specify the appropriate style.

Synthweave Armor – flexible armor woven from synthetic crystal fibers that diffuses energy attacks, specific to the Jedi Order. Lightsabers do not ignore Synthweave Armor.

Light Armor – Apply up to two one-step downgrades to damage from every attack from a lightsaber or blaster. This may reduce a Maiming to a Hit, two Maimings to two Wounds, or two Wounds to two Hits. It may not reduce Hits.

Medium Armor – Apply up to three one-step downgrades to damage to every attack from a lightsaber or blaster. This may not reduce the total damage below 1 Hit. -1 to all Finesse-based Defenses.

Heavy Armor – Apply up to four one-step downgrades to damage from every attack from a blaster or Lightsaber. This cannot reduce damage below 1 Hit. -1 all Finesse-based Defenses and -2 to all Finesse-based Defenses.

Build Lightsaber 2:
Prerequisites: Specialized Weapon Proficiency: Lightsaber, Melee 6, Wield Force 6, Repair 4.
With time, materials, and the plans provided by your Master, you may build your own lightsaber. Any lightsaber you build grants you a +1 bonus to Accuracy when you wield it. Others that wield a lightsaber you constructed do not gain this bonus.

Force-Sensitive 3:
Prerequisite: Living being, Rating 2 character.
The character may purchase the Wield Force skill, as well as any powers and specs which require it as a prerequisite.

Specialized Weapon Proficiency: Double-Bladed Lightsaber.
Prerequisite: Physical Finesse + Melee 15, Specialized Weapon Proficiency: Lightsaber.
Special: See weapon description.

Jedi Martial Arts Training 2
Prerequisites: Unarmed 6, Rank 1 in at least two Lightsaber Forms, Martial Arts 1.
When a Form would grant you a counterattack, you may opt to make an Unarmed attack instead of a Lightsaber attack. If you do, you gain a +5 bonus to this attack.

Meditative Combatant 1, 2, 3
Prerequisite: Force-Sensitive, Wield Force 6, 8, 10, Melee 6. Weapon Proficiency: Lightsaber.

1. You may use Mental Finesse to calculate Melee pools when wielding a Lightsaber instead of Physical Finesse.
2. You may use Wield Force instead of Melee to calculate Melee pools when wielding a Lightsaber.
3. You may empower an object you hold roughly the size of an ignited Lightsaber while in combat, such as a walking stick or a sword. You may use this weapon to parry and calculate an Active defense as if you were wielding a Lightsaber, and it is not sundered when involved in a parry with a Lightsaber. While so empowered, the weapon counts as a lightsaber for the purpose of meeting prerequisites for Specs, including Forms. The object still deals based damage as normal; a stick would deal base Hit damage, a sword would deal base Wounds, etc.

Control
Sense
Alter
(pending)

Lightsaber Forms:

A character may normally only benefit from one Form at a time. When drawing a lightsaber, the character may choose one Form which he knows from which to benefit, and gains those benefits so long as he remains conscious and wields a lightsaber. At the start of any subsequent turn, the character may choose to benefit from a different Form instead. When in a given form, a character gains all the benefits of that form.

Forms V and VII both have internal variants; a character must learn each variant separately, and may only benefit from one variant at a time, as if they were different forms.

Form I: Shii-Cho
Prerequisites: Exotic Weapon Proficiency: Lightsaber, Physical Finesse + Melee Max result 10, 15, 20. This may be practiced in any Synthweave armor.
Special: When a character first learns Shii-Cho, they gain the ability to parry ranged attacks with a lightsaber, calculating an active defense versus targeted ranged attacks with the skill that governs their lightsaber use. This is an intrinsic benefit, and the character benefits from it regardless of what Form they are currently in.
Form benefits:
1. Gain a +1 to all Active defenses when parrying with a Lightsaber.
2. Gain a +1 to all attacks with a Lightsaber
3. Vital Strikes made to attack an opponent’s non-lightsaber weapon take only a -2 penalty instead of the normal -5.

Form II: Makashi. This may be practiced in any Synthweave armor.
Prerequisites: Exotic Weapon Proficiency: Lightsaber, Shii-Cho rank 1, Physical Finesse + Melee Max result 10, 15, 20
Form Benefits:
1. Gain a +2 to Active defenses when parrying a melee attack with a Lightsaber.
2. Attempts to Disarm you while you are wielding a Lightsaber suffer a -5 penalty, in addition to any other penalties.
3. Once per turn, when you successfully parry a melee attack, you may make an immediate counterattack at your attacker with a -5 penalty. If you do, you lose all form benefits until the start of your next turn.

Form III: Soresu
Prerequisites: Exotic Weapon Proficiency: Lightsaber, Shii-Cho Rank 1, Physical Finesse + Melee Max result 10, 15, 20. This may be practiced in Light or Medium Synthweave Armor.

1. You gain a +2 to active defenses when parrying blasterfire with a lightsaber.
2. When you are granting cover to an ally from a ranged attack targeting them, you may apply your Active parry defense instead of their best defense. The triggering attack applies normal onslaught penalties to your defense, but not theirs.
3. Your allies may treat a 2m radius area around you as Cover against blasterfire, if you so choose. In addition, when you successfully parry a ranged attack, you may make a counterattack with your lightsaber against an adjacent enemy with a -5 penalty. If you do, you lose all form benefits until the start of your next turn.

Form IV: Ataru
Prerequisites: Exotic Weapon Proficiency: Lightsaber, Shii-Cho Rank 2, Physical Finesse + Melee Max result 10, 15, 20, Athletics Max Result 6, 8, 10. This form may be practiced in Light Synthweave Armor only.

1. When you move at least 4m in your turn, you gain +2 to Active Defenses until the start of your next turn. You may use your Athletics skill instead of Evasion to calculate an Active Defense.
2. After moving during your turn, gain a +2 to your next attack before the start of your next turn.
3. Once per turn, If you miss with a melee attack, you may reroll it with a -5 penalty. If you do, you lose all form benefits until the start of your next turn.

Form V: Shien/Dijem So
Prerequisites: Exotic Weapon Proficiency: Lightsaber, Shii-Cho Rank 2, Physical Finesse + Melee Max result 10, 15, 20. For Shien: Soresu 1. For Dijem So: Makashi 1. Both variants may be practiced in Light or Medium Synthweave armor.

Ranged Combat Variant: Shien
1. While in Shien Form, you gain all the benefits you would have in Soresu form. In addition, once per round, when you successfully parry blaster fire, you may make a counterattack against any opponent within a distance to you equal to the base range of the triggering weapon with a -5 penalty. This counterattack uses your lightsaber dice pool, but deals damage typed as if it had come from the originating ranged weapon. You do not lose your form benefits from deflecting or redirecting blaster fire, but you lose all form benefits if you make a melee counterattack per Soresu rank 3.
2. Targeted Ranged attacks only apply a -1 onslaught penalty to your Active defenses, instead of a -2.
3. You may redirect multiple attacks per turn. Each time you use a counterattack beyond the first, add an additional cumulative -2 penalty to the attack roll to redirect.

Melee Combat Variant: Dijem So
1. While in Dijem So, you gain all the benefits you would normally in Makashi form. In addition, you take a -1 to all lightsaber attacks, but add +2 to any already successful attacks.
2. At the start of your turn, you may choose to forgo the +2 bonus to defense granted by Makashi and instead apply an additional +2 to all already successful attacks when determining damage.
3. Each consecutive round beyond the first that you attempt a melee attack on an opponent without them successfully attacking you, they take a cumulative -2 penalty to defenses against you. This effect can only happen once per round. This penalty ends if you do not attack them during your turn, or if you lose the benefits of this Form at any time.

Form VI: Niman
Prerequisites: Exotic Weapon Proficiency: Lightsaber, Physical Finesse + Melee Max result 10, 15, 20, Rating 1 in at least two other Lightsaber forms. Rank 2 Telekinesis, Mental Finesse + Wield Force 15. This may be practiced in Light Synthweave Armor.

1. Choose one Rating 1 benefit from other forms you know. You gain this benefit while in Niman Form. If you choose a benefit from Shien/Dijem So, you only gain the benefit from that form, and not from Soresu or Makashi. You may switch this benefit at the start of your turn as if switching Forms. In addition, you may initiate a telekinetic grab as a Move instead of an Action.
2. As Rating 1, save you may now choose two Rating 1 benefits. Similar bonuses from two different styles do not stack. In addition, if you use an Action to pull a non-adjacent target toward you with telekinesis, if they end adjacent to you, you may make a lightsaber attack with a -5 penalty on them as a counterattack action. Doing so breaks the grab, and ends all Form benefits until the start of your next turn.
3. As Rating 1, save you now choose 3 benefits, one of which may be of Rating 1 or 2. In addition, if you make a successful lightsaber attack against an adjacent target you have grabbed telekinetically and whom was adjacent to you at the start of your turn, you may immediately use Telekinesis to push them away from you, making the roll with your full pool.

Form VII: Juyo
Prerequisites: Exotic Weapon Proficiency: Lightsaber, Physical Finesse + Melee Max result 15, 20, 25. Rank 3 in at least one Lightsaber form and Rank 1 in at least two others. This Form may be practiced in Light or Medium Synthweave armor.

1. You take a -2 to all Active Defenses, and add one threshold to any already successful attack with a lightsaber.
2. You take only a -2 to Vital Strikes with a Lightsaber instead of a -5.
3. When you successfully parry a Melee attack, you may immediately make a counterattack against the triggering enemy with a -5 penalty. This counterattack does not end your form benefits, and may be applied more than once per round. Each time you use it beyond the first, apply an additional -2 penalty.

Vaapad – near-dark side variant
As With Juyo, save for the following:
1. At the start of your turn, you may take an additional -2 penalty to Active defenses to add an additional +1 to all Lightsaber attacks.
2. After any round in which you applied damage to your health track, you may make Vital Strikes with a lightsaber against an enemy that damaged you with no penalty until the start of your next turn. You may not use a Vital Strike to downgrade your Lightsaber damage.
3. You may make Juyo counterattacks whether or not your Parry was successful, even if the triggering attack would reduce you to Incapacitated.

You move down one step on the Force track after any scene in which you engaged an enemy while in Vaapad form.

Star Wars Module

FLUX JonathanTimmermann