Jedi Specializations

GRAY JEDI

Requirements: You must have Perception and Willpower 2 or higher and the Force Sensitivity (Novice) talent.

There is no light or dark, only the Force.

Novice: You learn the Lightsaber Weapon Group if you don’t know it already. Also, you receive a +2 bonus on ability tests to resist Force Powers and other Force-related effects.

Journeyman: If you fail a Willpower (Self-Discipline) test, you can reroll it, but you must keep the results of the second roll.

Master: You walk the line between the light and the dark without succumbing to the temptations of the Dark Side. You can use Dark Side Powers without suffering a Dark Side Drawbacks.

JEDI CONSULAR

Requirements: You must have Perception and Willpower 2 or higher and the Force Sensitivity (Novice) talent.

Your mastery of the Force gives you wisdom and insight.

Novice: You learn the Lightsaber Weapon Group if you don’t know it already. While unarmored and wielding a lightsaber, you add your Perception to your Defense.

Journeyman: You gain one Communication ability focus of your choice. You also receive +1 SP whenever using stunts from Senses Force Powers.

Master: You can use your will and connection with the Force to counteract another Force-User. You can use a Prepare action to counter a Force Power until you next turn or an Attack action to disrupt a Force Power with an ongoing effect. A successful Willpower (Self-Discpline) ability test vs. the opponent’s Forcepower ends the effect.

JEDI KNIGHT

Requirements: You must have Dexterity and Willpower 2 or higher and the Force Sensitivity (Novice) talent.

You and your lightsaber are one, an extension of the Force.

Novice: You learn the Lightsaber Weapon Group if you don’t know it already. While unarmored and wielding a lightsaber, you add your Willpower to your Defense.

Journeyman: While wielding a lightsaber, ranged attacks suffer a –2 penalty against you.

Master: You can perform Force Assault, a special combat stunt, for 4 SP. This allows you to immediately use a Force Power after resolving a successful Melee Attack. It must have able to be used with major action or a minor action and the force roll cannot generate stunt points.

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