Site Stats:

9837 Stats in 31 Categories


Search Stats:


Latest Youtube Video:

Social Media:

@RPGGamer.org

@_RPGGamer


RPGGamer.org Main Menu
Home
        Editorials
        Old Updates
RPG Tools
        Random Dice Roller
        Star Wars Name Generator
        CEC YT-Ship Designer
        Ugly Starfighter Workshop
Youtube
Mailing List
Patreon
Mailing List
Reviews
RPG Hints
        Adventures
        House Rules
        Game Ideas
Dungeons & Dragons
The D6 Rules
        Quick Guide to D6
        Expanded D6 Rules
Star Wars D/6
        Campaign
        Starships
        Vehicles
        Equipment
        Weapons
        Droids
        Planets
        Characters
        Creatures
        Races
        The Force
        Supplements
        Online Journal
        Adventurers Journal
        GM Screen
        Hardware
        NPC Generator
Star Wars Canon
        Rise of the Empire
        Imperial Era
        Post Empire Era
Star Wars D/20
        Starships
        Vehicles
        Equipment
        Planets
        Characters
        The Force
        Supplements
        Online Journal
Warhammer
StarGate SG1
Buffy RPG
Babylon 5
Farscape
Slaine
Star Trek
Lone Wolf RPG
Exalted
Earthdawn


Other Pages within RPGGamer.org:
Attahox

Attahox
Droidified enhancement Stealth combat armor

Droidified enhancement Stealth combat armor
Cylon IL-series

Cylon IL-series
Moff Lesbeat (Imperial Officer)

Moff Lesbeat (Imperial Officer)




Lightsaber Combat (Revised)
         Control Difficulty: Moderate
         Sense Difficulty: Easy
                 This power may be kept "up."

         Effect: Jedi use this power to wield this elegant but difficult to control weapon while also sensing their opponents actions through the force.

         This power is can be called upon during a battle and remains "up" until the Jedi is stunned, wounded or worse; a Jedi who has been injured or stunned may attempt to bring the power back "up." The Jedi can activate either part of this power, or both as desired, each requires an action. So the Jedi can activate either part, and then activate the other later as she requires.

         If the Jedi is successful in using this power, she adds her sense dice to her lightsaber skill roll when attacking and parrying. The Jedi may add or subtract part or all of her control dice to the lightsaber damage; players must decide how many control dice they are adding or subtracting when the power is activated.

         A Jedi who fails when trying to activate lightsaber combat may only use the lightsaber skill for the duration of the combat.

         Finally, the Jedi may also use lightsaber combat to parry blaster bolts as a "reaction skill."

         The Jedi may also attempt to control where deflected blaster bolts go; this is a "reaction skill" and counts as an additional action. (The Jedi cannot full parry when trying to control deflected bolts.

         If the Jedi tries to control the blaster bolt, she makes a control roll; the difficulty is the range of the target (use the original weapon's ranges) or the targets dodge roll. The blaster bolts damage stays the same.


Page designed in Notepad, logo`s done on Personal Paint on the Amiga.
Text completely by FreddyB. Image is from TheForce.net, and copyright resides with the artist.
Any complaints, writs for copyright abuse, etc should be addressed to the Webmaster FreddyB.



Comments made about this Article!



There are currently no comments for this article, be the first to post in the form below



Add your comment here!

Your Name/Handle:

        Add your comment in the box below.



Thanks for your comment, all comments are moderated, and those which are considered rude, insulting, or otherwise undesirable will be deleted.

As a simple test to avoid scripted additions to comments, please select the numbers listed above each box.
6
3
4
2
6