The Jedi are guardians of justice throughout the universe. Though some may choose the dark path, most follow the light side of the force. They are similar to the cyber-knights of rifts earth and the Samurai of ancient Japan.Jedi are master psionics, though unlike other psionics, they are not in command of psychic powers. Instead they are in touch with their world around them, and with the force. The force is created by all living things. It surrounds and penetrates all things, both natural and man made. By learning to control and master the force the Jedi can use powers that resemble psychic abilities. Like a traditional psionic the Jedi must learn to focus his mind. There are three general ways that a Jedi will use the force. For knowledge, for Defense, and for Attack. Attribute requirements: High I.Q., M.E., P.P., and P.E. (all 10 or higher) Also, must qualify for psychic abilities. (random psionics roll shows a strong link with the force instead of granting psionic powers.) Special Bonuses: add +1d4 to M.E. and P.P., and add +6 to P.S., P.E., and Spd, The Jedi also gain a +1 to initiative and one additional attack per melee. Also +2 save vs. mind control. S.D.C. Bonus: Through physical training and by channeling the force the Jedi can greatly enhance their physical durability. S.D.C. base = P.E.x5. + 1d6 S.D.C. per level. Jedi force techniques: At level one, the Jedi can select three force techniques (described below) Every level starting at level three the Jedi can select one additional technique. Psionic Powers: The Jedi are master psionics. Through their control over the force the Jedi can harness psychic abilities. At first level the Jedi can select two powers from each of the categories of Sensitive, Physical, and Healing, and two additional powers from any of the three. Also select one Super psionic power. Every additional level of experience, the Jedi can select one power from any of the four categories. I.S.P.: Through the mastery of the force a Jedi becomes a living battery of psychic energy. Roll 3d6x10 plus the M.E. attribute. Add 12 I.S.P. per level. Psionic Healing: By channeling the force within their body the Jedi can heal themselves of great amounts of physical damage. The Jedi must spend 15 I.S.P. and meditate for one full minute (4 melee rounds; cannot fight during this time), to heal 2d4x10 S.D.C./H.P. This power can be used once per hour. Supernatural Strength: By channeling the force through their body the Jedi can make themselves supernaturally strong for a brief period of time. 20 I.S.P. must be spent to make str. supernatural for 2 melees per level. - Note - the activation of supernatural str. does not take up an attack. Permanent Base P.P.E.: Roll 6d6 O.C.C. Skills: Native language (98%) Literacy: native language (+50%) Language: three of choice (+20%) detect ambush (+10%) detect concealment (+10%) prowl (+15%) demon lore (+20%) climbing (+10%) acrobatics land navigation (+12%) wilderness survival (+10%) swimming (+10%) build lightsaber (mechanical skill: 25% +5%/lvl) (+5%) W.P.: ancient- two of choice W.P.: modern- two of choice Hand to hand: Martial Arts (or Assassin) O.C.C. Related Skills: Select seven additional skills, plus select two skills at level three, two W.P.s at level five, and two additional skills at levels six, nine, and twelve.
All new skills start at level one proficiency. communications: any domestic: any electrical: any espionage: any (+10%) mechanical: any medical: first aid, paramedic, and holistic medicine only. military: any (+10%) physical: any (+5% where applicable) pilot: any (+5%) pilot related: any (+5%) rogue: any (+5%) science: any technical: any (+5%) w.p.: any wilderness: any (+5%) Secondary Skills: Select six secondary skills from the previous list. These skills are additional areas of knowledge and do not get the advantage of the bonus in parentheses. All secondary skills start at the base skill level. Standard Equipment: Jedi armored jumpsuit; black, easily worn under everyday clothes, 650 sdc ar.19, no prowl penalties. Non environmental. Normal clothing, air filter, sun glasses, hatchet for wood, knife or two, ancient weapon of choice, modern handgun and rifle, three extra mags. of ammo for each, first aid kit, tent, knapsack, backpack, saddlebags, two canteens, two weeks mre’s, personal supplies.
A Jedi’s vehicle could be anything, probably whatever he had in his past life, before seeking out a Jedi master to train under. LIGHTSABER: The weapon of the Jedi, an elegant weapon from a more civilized age. A young Jedi may or may not be given his first lightsaber by his master. Some masters require that a Jedi apprentice build his lightsaber in order to complete his training. Any Jedi can use any lightsaber, but will get the best effect with a lightsaber that he built himself. This is because a Jedi can mentally and psychically attune with a lightsaber that he built, causing the weapon to become an extension of his being.
To build a lightsaber, a Jedi must spend 15,000 credits on parts then spend a week or more building the weapon. At the end of the week the Jedi must use 100 I.S.P. on the weapon if he wishes to be able to attune with it. Then he rolls twice against his build lightsaber skill. Both rolls must be made in order for the lightsaber to work properly. If one or both rolls is failed, another 2,500 credits for new parts, another week, and another expenditure of 100 ISP will be required. Then the skill rolls must once again be attempted. Again if one roll fails the process must continue. Lightsaber: Damage- 3d8x10. Weight- 1.5 - 2.0 lb. Length- both handle and blade length vary from weapon to weapon. All Jedi get a +1 bonus to initiative when using any lightsaber. Attuning: With an expenditure of 4 ISP a Jedi can attune to his lightsaber with the following results. Initiative +3 Strike +2 Parry +3 Damage +1d8x10 A critical hit means that the Jedi has severed an opponents limb, whatever limb that may be is up to the GM. Attunement lasts until the weapon is turned off. -NOTE- Attuning to a lightsaber does not take an attack. It is as natural as making a fist. Money: starts out with 1d4x1000 credits in hand. These are the characters life savings. Cybernetics : none, tries to avoid them. Jedi Force Techniques: Jedi force techniques are exactly identical to oni ninja techniques. (from phaseworld sourcebook) or alternately, Jedi can use the force to mimic (almost) any magical spell or psychic ability in existance (magic, Phase powers, etc...). Any power learned in this way will use ISP to "cast". Also, to learn a power from another source the Jedi must perminently expend ISP equal to the level of the origional power. Example. JoeBoo the Jedi master wants to learn Call Lightning which is a 6th level Rifts Spell. He must perminently burn away 6 ISP to learn the power. Then to use the power takes him 10 ISP (instead of PPE) (GM Note, have discretion. Spells of Ledgend and similar powers should not be allowed. Besided, if you are running that sort of game, Why the hell are your PC's playing a Jedi and not some form of Godling/Cosmo Knight/Bio Borg/Juicer combination???!!!)
by Lord Vaugn ,97 Back to RIFTS.