FORCE POWERS USING THE SPACEMASTER PSION SYSTEM

Modified Spacemaster Rules for use by Star Wars Jedi Characters

The Telepath PSION rules in SPACEMASTER can't really work for a Star Wars Jedi type character.
The sheer number of powers displayed by Obi-Wan & Co just cuts the 2 power point per level/PSION Lists SPACEMASTER system to shreds.

So, here's is my rather elegant solution to this little problem...

The Making of a Jedi:

All Jedi's use the character templates for the Telepath or Semi-Telepath professions listed in the standard SPACEMASTER rules. The Prime Requistes for a Jedi character however, are always EMPATHY and SELF DISCLIPLINE (this differs slightly from the standard rules). All power points for a Jedi Character come from these stats and from only these stats.

A Jedi character is only considered a full Jedi Knight when he or she or it have mastered 10 PSION LISTS. Until then, their considered as a Padawan Learner.

In addition to this, ANY character with a EMPATHY stat that would generate power points using the standard SPACEMASTER rules (i.e 75 or higher) can use the Force but in a much more limited way than a true Jedi (see section 'McJimmy's World' below).

Base Power Points for Jedi Characters:

The base power points available per day for a SM/SW Jedi character is determined by adding the Development Points for their Self Discipline and Empathy stats and then multiplying this figure by the character's level.

I.E..
Total Power Points Per Day = (SD Dev Points + EM Dev Points) x (Level)

Base Power Points are recovered just like Hit points.

  • 1 per hour if active,
  • 2 per hour if light activity,
  • 3 per hour if sleeping, and
  • 4 per hour if meditating.

Clearly, Jedi characters have many more power points compared to a normal Spacemaster Telepath character. This is intentional, the rationale being that the Jedi are amazingly powerful in the use of the Force and also, due to there being no items in the SW universe which increase or multiple the Base Power Point total of a Jedi character (I know about SotME, but this isn't really canon is it? ).

Reserve Power Points:

In addition to a Character's Base power point level, each Jedi has a reserve pool of power points based on their current CON stat (not potential).

E.G.
So if a character has a CON of 60 then they have a Reserve Pool of 60 Power Points.

Point points from the Reserve Pool can be expended just like normal power points with the exceptions stated below.

Jedi Powers:

  • A Jedi character get a +2 per level bonus on the Lightsaber and Mediation skills.

  • A Jedi character learns Psion lists by using development points as per the normal SPACEMASTER rules for Telepath and Semi-Telepath characters.

  • A Jedi character can use any PSION available to him by his level by expending the resquite number of power points (e.g. a 6th level psion from a known discipline costs 6 power points to use).

  • A Jedi character may also use any PSION that is higher than his current level from a known psion disclipline by expending twice the number of power points that would normally be necessary to use that psion.

    E.G.
    Gimpus Maximus, a 3rd level Jedi needs to use the "Strength" PSION from the Telekinetics Discipline. Normally, he would not be able to use this PSION as he's not at the required level, but in these rules he can use it by expending twice the number of PP normally required for "Strength" (5 x 2 = 10).

  • A Jedi character can use a PSION from a psionic discipline that he is not familiar with by expending three(3) times the required PPs normally required to use that psion.

  • A Jedi character can negate the penalties for using a PSION (e.g the rounds of exhaustion immediately after using the SPEED III Psion) by expending the PP cost for that psion again.

    E.G.
    Gimpus Maximus uses SPEED III (a known psion usable at his level) by expending 3 PPs. Once this PSION finishes (after 3 rounds) he would normally be exhausted and unable to even walk for another 3 rounds. Gimpus can't spare these 3 rounds of inactivity just now, as he's in mortal combat with the evil Sith Lord Darth Rentus...Gimp alleviates his physical dilemma by expending another 3 PPs to negate the penalty effects of SPEED III.

  • A Jedi character with a functioning light saber can parry 5 incoming energy/projectile attacks by expending 1 power point. This ability can be used as many times as is required in a combat round.

    The Jedi character must be aware of the attack(s) to be able to use the lightsaber parry ability.

  • A Jedi character with a functioning light saber can elect to deflect an energy attack back towards the attacker by expending 1 power point. The Jedi must decide whether he will attempt this before his opponent has made his attack roll.

    The Jedi character must make a light saber attack roll and if this is higher than his opponent's attack roll then the energy attack is sucessfully parried back towards his opponent (this can be used for a single or a burst energy attack).

  • A Jedi Character can attempt to use a Force power not covered by any of the listed PSIONs by making a roll on the Personal Maneuver Table. The DM assigns a difficulty for the action, the Jedi Character expends a number of Power Points as stipulated by the DM and then makes the attempt on the stated table (adding a bonus of +10 per level on the percentile roll).

    If the result is 100% or above then the action is sucessful. Percentages below this give an indication of partial sucess and the Jedi character will have to make another attempt to accomplish the full effects of the action (and expend more PPs).

    E.G.
    Bo Bejeebly of the Naboo, a 7th level Jedi, decides to use the Force to remove all the bolts and screws holding a Mark 5 Combat Droid together...a "Disassemble Droid" psion isn't listed in the normal SM rules so she must roll on the Personal Maneuver Table to achieve this action.

    The DM thinks about the situation and decides that the difficulty of the action is HARD and will also require 15 PPs to be expended

    Undeterred, Bo makes the attempt..she rolls percentile dice and gets 67, adding a bonus of +70 for her level gives a total of 137!...this on the Personal Manuever Table in the HARD column is 100% sucess!

    The Droid falls to the ground in bits and Bo marks up another point for the good guys(&gals)!

The Reserve Power Point Pool:

Every Jedi Character has a Reserve Pool of power points in addition to their Base Power Point total. The Reserve Power Point Pool (R3P?) works exactly the same way as a Jedi character's base power points but is intended for use as a last resort and expending power points from this pool has the following drawbacks:-

  • Reserve Pool Power points can only be used after all Base PPs have been expended.

  • Psions powered by the Reserve Pool require twice(2) the number of PP that would normally be required.

  • The Reverse Pool is based on CON and points expended from it come directly off the character's CON stat (i.e. this will deabilitate the character if their CON drops to sufficiently low levels (as determined by the DM)). Hit points for the character are adjusted accordingly

    If a character's CON drops to 0 or below the character is dead (or in a coma (see DM)).

  • Expended Reserve PPs have to be recovered first before the character can recover points for their Base Power Point total. Reserve PPs are recovered in the same way as Base PPs.

  • In addition to all this, EVERY time a character uses Reserve Power points, they must roll a percentile dice...a fumble (01-05) means something bad has occurred and the character must make a further roll on the PSION Failure table and determine the consequences (i.e. brain damage time).

McJimmy's World:

Any character with a EMPATHY stat of 75 of higher has some latent Force ability. This ability is far less than that of a true Jedi Character but can be trained to some small effect if the character so wishes.

  • To be able to harness this inherent power the character must come in contact with and learn from, a real Jedi Knight. In addition the character cannot have any Dark Force Points when he meets the Jedi Master otherwise the Jedi will sense this and refuse to train the individual (knowing of the inherent dangers that such an action could result in.)

  • A Jedi Master can train a character to FEEL and CONTROL the Force. A period of 1 month is required for this training (for at least 4 hours per day). This training is the first thing a true Jedi will learn and enables a character to activate PSIONs.

    Once this training is completed a non-Jedi character can learn individual PSIONs from any PSION list by expending development points at the rate of 3/* (This uses the same mechanism as true Telepath characters use to learn PSION LISTS). Knowing the basics on how to tap his Force abilities, a character is assumed to have learned these PSIONS through trial and error. (If however, a Jedi Master is on hand the character can learn PSIONs at the rate of 1/*).

    Note: The character is only learning an individual PSION and not the entire PSION List (as would a true Telepath character). Once a character sucessfully learns a PSION he may activate it by using this procedure

    - Feel the Force
    - Control the Force
    - Expend Power Points necessary for PSION.

  • To 'FEEL' the Force the character must make a 100% sucessful roll on the Personal Maneuver Table under the Medium column adding a bonus for any Mediation skill that they may posess. If the total roll is 100% sucessful or more then the character feels the Universal force around him and can attempt to control it. The character can make as many rolls as required until a 100% sucess result is achieved.

    So you can see that if a non-Jedi character wants to use PSIONs he must also learn to Mediate too. The Mediation skill is developed exactly as per the standard SPACEMASTER rules.

  • To 'CONTROL' the Force, the character must make a roll on the Personal Maneuver Table on the MEDIUM column with a Bonus of

    ((+5 per level) + (EM Stat bonus) + (SD Stat bonus)).

    If this is 100% sucessful then the character has sucessfully used his intended PSION and deducts the power points necessary for using it.

  • Power points for non-Jedi Force users are calculated thus: ((EM PP + SD PP) x Level)

    Note: Non-Jedi Force Users use the standard Power Point system under the SPACEMASTER rules, real Jedi use the Development Point column instead. In addition there is no Reserve Power Point Pool for non-Jedis, nor do they have the ability to try and use the Force for something not covered by an existing PSION.

  • All PSIONs learnt by non-Jedi Force users must be in a sequential progression within a PSION List. So you can't learn a Level 5 Psion from a PSION List until you know the Psions at 1st, 2nd, 3rd and 4th level first.

  • If a non-Jedi Force User somehow acquires a Light Saber they can attempt to parry incoming fire with it.

    For a Light Saber parry to suceed the character must first make a sucessful 'Feel' the Force roll IN THE SAME round as the attack(s) was initiated. If the 'Feel' the Force roll is sucessful, then the attack(s) is parried and the character deducts a power point. If the character fails to 'Feel' the Force in that round...then they get hit as they normally would.

...and I think that's it...so I guess an example is in order?

E.G.

McJimmy the Finn is in Engineering when his arch nemesis Mattlock Starfighter mishandles the 'Aardvark' so badly that it causes 5 serious random malfunctions to erupt within the ship.

Nothing new there I hear you say, but unfortunately one of the malfunctions causes the ship's HyperSpace drive to shut down and as the valiant rebels are currently trying to escape from the tender mercies of an Imperial Star Destroyer the situation is now very bad.

Several voices crackle over the Intercom and implore McJimmy the Finn to get his Mon Calamari arse in gear and fix the HyperDrive ASAP.

McJimmy looks at the HyperDrive, he consults his Power Systems Tech skill...it's good but not good enough to fix the HyperDrive in the intended time frame...but worry not, true believers, McJimmy the Finn has some limited Force abilites and has learnt the PSION 'Concentration' which grants the user a +10 bonus to any non-combat skill roll.

McJimmy calms himself and attempts to 'Feel' the Force, his meditation skill is +25 and he rolls a 38 on percentile die...38 + 25 = 63(!) which on the Personal Manuever Table on the Medium Column is only 40% sucess...the Force proves elusive to the Mon Calamari Engineer as a bead of sweat trickles down his orange face and the incessant cries of his compatriots over the intercom reach new levels of intensity.

He tries again...this time he rolls 87, adding his skil of 25 equals 112 which on the PMT is 80%, added to last rounds attempt makes a total of 120%!...Sucess!...McJimmy the Finn feels the all powerful Force prevading his body....he then attempts to control this energy and make it do his bidding (*rasping breath*..in time you will call me Master...*exhale*), he rolls to 'Control' the Force...his Control bonus is

(+5 x level) + EM Bonus + SD Bonus = (+5 x 5 = +25) +20 EM + 10 SD for a total of +55.

McJimmy drowns out the cries of auguish coming from the Bridge and attempts to Control the Force...he rolls percentile dice...62...+ 55 = 117...117 on the Medium Column of the Personal Manuever Table is ....100% sucess...just...the PSION is activated!

McJimmy crosses off 2 power points for using the 'Concentration' PSION from this PP total and then attempts a Power Systems Tech Repair roll to fix the broken HyperDrive...now with a cool +10 'Concentration' Bonus......

01....!!!

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