Jedi Rules

For this Jedi game, you need a handful of specific concepts to do things just right.

Light Saber Combat

When any number of PCs and NPCs face off using only the Force and their lightsabers, this is how you roll for it.

Lightsaber combat is fast and intense. It doesn't stall, but it can rest. It rarely ends in simple injury, and often results in lost limbs or death. Lightsaber combat is about narrating a series of incredibly fast actions leading up to a moment where the characters catch their breath, and then dive into it again.

For a simple action or strike with the Lightsaber one rolls Dex + Skillset to yield results, just like any other action. But when facing another Force empowered opponent, this becomes a cascading effect. Each Force user in the conflict rolls Dex + Skillset + Sense Force (this can be modified by Force Aspects, however) to generate a dice Pool.

All of these dice are arranged in order of highest rolling to lowest. And then the highest rolling die goes first, narrating a quick, simple lightsaber action they take. Whoever they engage must defend with a die rolled with equal or greater value. If they cannot, they mark a box of Stress, and narrate how they barely managed to avoid the lethal blow. If they do not want to take the Stress, they can choose to play two dice and add them together, which depletes their Pool faster.

After an attack any player that has not been engaged can go next, starting with whoever has the highest rolling die. If there are multiple dice showing the same high number, whoever has the highest Sense Force Stat goes next. For ties there, roll another d10 until the tie is broken (but do not add the tie-breaking die to the pool).

As soon as all the players on one side are out of dice (or if there is no clear 'sides' in the conflict, once there is only one player left with dice remaining to play) the scene goes to a Pause. At this moment, the side with remaining dice can trade in all with 1-5 in for Temporary Wounds, and all 6-10 for Critical Wounds. Narrate how this is the final strike of the moment, and how it lands, almost lethally affecting whoever is hit. This will set the tone for the Pause.

During the fight, no one engaged can speak - the action is too intense. But during the Pause words or even other rolls can be exchanged. The Pause lasts long enough for drama to build, and the players to think of their next set of cascading actions. Once everyone is ready to dive in again, roll the pool (Dex + Skillset + Sense Force) and begin the cascade once more.

The fight is over when someone maxes out their Wounds (Temp or Crit). When Stress maxes out the effects boil over to Temporary Wounds. If a player wants to end the fight scene once their Stress is full, they can take negotiate with the GM what Trauma to take in order to escape or end the fight.

If all Temporary Damage Boxes are filled, then the player takes a Severe Wound and is consequently taken out of the fight as well, either in great pain, exhaustion, or just passing out. If a player fills all their Critical Damage Boxes they are taken out of the fight the same, taking a Severe Wound and also taking a Scar - when this happens some kind of body part is almost guaranteed to come off.

Steps to a Lightsaber Fight
1 - Roll the Pool Dex + Skillset + Sense Force
2 - Determine First To Act Highest rolled die, ties broken by highest Sense Stat or rolling a d10
3 - Engage Play a d10, narrate a quick Lightsaber action or stunt, and say who you're affecting - play 1d10 per PC you're affecting
4 - Defend Counter any dice played against you with dice that rolled equal or greater numbers - if you cannot, mark a Stress Box or add a lower die on top of the one you're using to defend with
5 - Pause Once there is only one side or player with dice remaining, they can spend remaining d10's that rolled 1-5 on Temporary Damage Boxes, and any that rolled 6-10 on Critical Damage Boxes
Ending Whenever a character maxes their Stress they can take a Trauma and end the fight via negotiation with the GM - or if a character maxes out a Damage Box track they are taken down by the fight - Temporary Damage yields a Severe Wound, Critical Damage yields a Severe Wound and a Scar.

Dark Side Points

Dark Side Points are a mechanic for weighing the everpresent option and risk of tapping into aggression, malice, or sorrow.

All Jedi are constantly aware of the temptation to use negative emotions to augment their abilities. Whenever you choose to do this you risk gaining Dark Side Points, but the task you immediately set out to accomplish is always easier.

For this, at any time you can choose to lower a difficulty on any task that can be augmented by the Force. Say how you do so. If it is outside of your Force Stat's ability at one rank higher you must roll that Force Stat (plus Skillset). If it is within your normal Force abilities, just roll Stat + Skillset.

However, when you make this roll, however much you lower the Difficulty is how many Dark Side Points you risk - each 1 you roll on that action earns you that many Dark Side Points.

So if you want to attempt to halt your enemy, you could simply use the Force to hold them in place. But if this enemy has driven you to rage, you could instead slam them to the ground with a powerful Force wave. If your Control Force is already at 3 Dots you can roll Stat + Skillset to do this. If your Force Control, however, is at least a 2 you can use the Dark Side to lower the Difficulty and roll Stat + Skillset instead of your Control Stat (because the Dark Side gives you access to one dot higher when you use it).

If you lower your Difficulty by 1 and roll 2 1's on your dice, then you gain 2 Dark Side Points. If you lower your Difficulty by 3 and roll 2 1's on your dice, then you gain 6 Dark Side Points. If you lower your Difficulty by 5 and roll a single 1 on your dice, you gain 5 Dark Side Points.

Dark Side Points are spent by the GM to alter your character - giving them Dark Side Triggers and Dark Side Scars.


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