Jellin Kair, Haunted Jedi Knight for Cortex Prime
Here is a first swag at making a rough Star Wars conversion for Cortex Prime, ‘borrowing’ heavily from Star Wars d6, 1st edition.
Mods that are used:
Hero Dice.
Specializations
Action Based Resolution p.24
Distinctions:
Descriptor #1: Open, may tie back to what the character did before they joined the Rebellion, or perhaps what they did in the Empire.
Descriptor #2: Species related
Descriptor #3: Role related
For our example character, we have Jellin Kair, an older Corellian who was once an instructor to the Younglings at the Jedi Academy.
1: Haunted former youngling Instructor d8
2: Corellian d8
3: Jedi Knight d8
Attributes:
1. Dexterity d6
2. Perception d6
3. Technical d6
4. Mechanical d6
5. Strength d6
6. Knowledge d6
4. Force* (Starts at d4. D6 or greater indicates being Force Sensitive)
Players may step up three times. (ie three skills to d8, one to d10 and one at d8, or one to d12 if they really wish…)
Jellin is a Jedi, so will bump his Force to d8, and Knowledge to d8 to reflect his past as an instructor.
Skills:
All skills have a d6, aside from those marked with an asterisk(*) , which have a d4.
Players may spend 6 points, each point can step a die up to a maximum of a d12
Specialties:
These are going to be focused on a fairly narrow range within a skillset, i.e. a specific series of blaster pistols, starfighters or medical techniques.
Characters may buy one d6 specialization per skill point. Specializations can increase over time, but start at d6.
Jellin increases his Lighsabers skill to d6, Command to d8 , Stealth d8, Cultures d8 and Languages d8.
He will also add a specialty: Dueling Saber d6
Powers and Signature Assets:
If you are force sensitive, you have Powers and one SIgnature Asset: your lightsaber.
If you are not force sensitive, you have three signature assets.
Jellin is a Jedi, so gets the Jedi Power Set:
Jedi Tradition
Precognition d6
Enhanced Leap d6
Enhanced Reflexes d6
Enhanced Resistance d6
Mind Control d6
Telekinesis d6
Deflection: Spend a PP to apply the effect die of a Physical Attack direct at you to any other character or object on the scene.
Use the Force: Spend a PP to double the Force dice in a pool utilizing Jedi Tradition powers.
Do, or Do Not: Spend a PP to step up the Effect dice in a pool utilizing Jedi Tradition powers.
Limit: Lure of the Dark Side gain 1 PP if you willingly tap into the Dark Side. This adds a d6 complication reflecting the lure of the Dark Side, or steps up one already in place..
Limit: Code of the Jedi. Shutdown any Jedi Tradition power when it conflicts with the Jedi Code and gain 1PP. Gain a complication of the same size, and eliminate the complication to recover the power.
Limit: Any violation of the Jedi Code adds , or steps up an existing, complication reflecting the Lure of the Darkside.
A Jedi may spend 3 points on the Jedi Tradition powers, and selects one SFX to start.
Jellin has hidden in plain sight for decades, so he bumps Mind Control to d10 and Precognition to d8. He also selects Deflection as his starting SFX.
So what we have now:
Jellin
1: Haunted former youngling Instructor d8
2: Corellian d8
3: Jedi Knight d8
Attributes:
Dexterity d6
Perception d6
Technical d6
Mechanical d6
Strength d6
Knowledge d8
Force d8
Skills:
Powers:
Jedi Tradition:
Precognition d8
Enhanced Leap d6
Enhanced Reflexes d6
Enhanced Resistance d6
Mind Control d10
Telekinesis d6
Signature Asset: Dueling Lightsaber d8
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