The Exalted Acts of the Jedi

Tired of D20 Padawans who are so "balanced", they couldn't wrestle a protocol droid to the ground. Like the drama and grandeur of Exalted, but daunted by the impenetrable edifice of mythology? Here's one attempt to adapt the Exalted 2e system to a long time ago in a galaxy far, far away.

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24 April 2006

General Charms -> General Jedi Powers

Essence Overwhelming -> The Power of the Force

Essence Triumphant -> The Guidance of the Force

Essence Resurgent -> The Will of the Force

The "Power" is considered reckless, "Guidance" is a more acceptable style. The "Will" is favored by Jedi whose philosophy leans toward floating on the sea of Force, rather than directing it to their will.

I consider Infinite Ability Mastery and Ability Essence Flow to be too high level for a Jedi story, but they would adapt if necessary.

18 April 2006

Idea for Dark Side Points

Dark Side points are accumulated either by using the Dark Side of the Force directly, or by spending willpower beyond what is allocated to the character. Dark Side points accumulate against the Virtues of a character, and can twist them into Evil versions of what they once were.

Compassion becomes Malice.
Temperance becomes Depravity.
Valor becomes Disregard.
Conviction becomes Narcissism.

When a character gains a Dark side point, he must apply it to one of his virtues; this essentially ties up that point of the virtue. A character with 2 points in Compassion who applies a Dark Side Point to their Compassion Virtue can now only use their Compassion Virtue as if it had one point. If any of the virtues become Negative (are changed to their Twisted Form), the character has officially gone to the Dark Side. Once on the Dark Side, a character may use his virtue either in its positive or negative form, depending on how many Dark Side points have been applied to it. A virtue can only be moved as far into it's negative aspect as it had value in the positive virtue (for example, 3 points of Compassion can only take 6 Dark Side Points to become 3 Points of Malice). Once a virtue has been maxed into its negative aspects, further Dark Side points become Dark Side Traits.

Dark Side points are assigned to a particular virtue at the Story Teller's discretion. It is recommended that if a character gains a Dark Side point when calling on a virtue in an inappropriate way, the Dark Side point be assigned to the opposite virtue (Temperance/Conviction, Compassion/Valor). Otherwise the Dark Side point should be assigned to the virtue whose negative aspect is most representative of the Dark Side action taken.

Dark Side Points can be cleared at the cost of one Permanent Willpower Point (also reducing the temporary willpower pool), accompanied either by a long period of meditation and fasting, or a particularly heroic action. Dark Side Traits are permanent.

Character Creation: Essence and Willpower

Essence -> Force connection.

An essence score translates to ability to channel the Force. The average person has a FC score of 1, in that the Force is in them (and the trees, and the rocks...). A "Force Sensitive" character will have an Essence Score of 2 or higher.

There is the same type of personal and peripheral Force connection, but the implications are reversed - Peripheral Force is the one used most commonly. Personal Force would be used to hide Force effects.

There is no Anima banner (clearly).

Peripheral Force is recovered first, and Personal Force after. Those in the presence of a Desmense will recover their Force Connection more quickly.

Willpower:

Willpower mimics the Flat World in the GFFA. It can be spent for a Free Success, to activate a Virtue, or to resist some Force Powers. Some Force skills require the use of Willpower.

When all temporary Willpower points are gone, a character may continue to spend willpower by Drawing on the Dark Side, and taking a Dark Side Point.

Character Creation: Backgrounds

Allies

Artifact (regular lightsaber does / does not warrant 1 pt artifact?)

Backing (except for the Order, which is common, unlikely for a Jedi)

Contacts

Cult -> No such Background. What a Sith might have is better described by Followers

Familiar -> No such Background.

Influence

Manse -> Manses/Demenses are not bound to an individual in the GFFA. No such Background

Mentor

Resources (A proper Jedi would not have no more than Resources 1 or 2; they would have Backing from the Jedi Order).

17 April 2006

Character Creation: Castes and Abilities (Consolidated)

The Abilities in the Ex2e Character Creation section translate directly, except as follows:

Dawn = Jedi Guardian


Jedi Guardians are the warriors, the aggressive negotiators, and the weapons trainers of the Jedi Order.

Archery -> Ranged Weapons (Generally includes beam weapons, but some projectile weapons would be included at a higher difficulty, if no specialty is taken).

Martial Arts (1 point requirement for Jedi)

Melee -> Brawl (Brawl covers all non-formalized fighting styles, armed and unarmed.)

Thrown -> Lightsaber (Jedi only; 1 point requirement for Jedi; actions originally covered by thrown would be matters of Martial Arts or Melee as appropriate)

War

Abilities: Zenith = Jedi Masters


Since I have no requirement to follow any 'canonical' Star Wars historicos, I'm re-interpreting the Jedi Master as a class that teaches, a class that leads. The Masters have abilities and traits skill sets not typically found in the other classes.

Integrity (1 point requirement for Jedi; Force Sensitive only)

Performance

Presence

Resistance

Survival

Twilight = Jedi Scholar


Jedi Scholars include the Jedi Librarians, Jedi Medics, and Jedi Historians.

Craft (nearly every Jedi gains some ability in this skill in the process of constructing their own lightsaber)

Investigation (Investigation includes Information Discovery - the ability to use a Libarary and Data banks to look up information.)

Lore -> Technology ("Technology" covers both Technological knowledge and Computer Use.)

Medicine

Occult -> Force Esotericism (Force Sensitive Only - Some Force abilities require specialized training and preparation, far beyond the direct channelling of regular force effects. These are covered by training in Force Esotericism.)

Night = Jedi Infiltrator


Infiltrator might be a class better suited to the Sith, but some Jedi, especially the rogue Jedi or those living under the reign of the Emperor, fall into this category.

Athletics

Awareness

Dodge

Larceny

Stealth

Eclipse = Jedi Consular


The Jedi Consular is traditionally the ambassador of the Jedi Order, but also the explorer.

Bureaucracy

Linguistics -> Cultural (The Cultural skill incorporates both Linguistics and the Socialogical and Historical aspects of Lore).

Ride -> Pilot (activities previously covered by Ride would be a matter of Atheletics with a Ride specialty)

Sail -> Navigate/Astrogate

Socialize

Character Creation: Virtues and Willpower

The four virtues are Compassion and Conviction, Temperance and Valor. No Jedi vetted by the Council would have a Conviction higher than Compassion, or Valor higher than Temperance. (Vice versa for the Sith). Other Force-users or expelled Jedi might vary. Balance (as in one who brings balance to the force), would come from a balance of virtues, not a preponderance of Compassion and Temperance, as have the Jedi Order.

Willpower is a useful tool for tracking a Jedi's flirtations with the Dark Side; Limit Break is a meter of how close A Jedi is to going over to the Dark side. Willpower is always freely available to the Jedi, but when it is used past what is available in the temporary willpower pool, or if a Jedi attempts to call on the same virtue twice in the same story, they do so by calling on the Dark Side.

It other words, follow the traditional rules for Temporary willpower. A character may also use temporary willpower even when their pool is empty by accepting a Dark Side (Limit Break) point. A character may use their willpower in ways disallowed by the rules (calling on their virtues multiple times in one story, etc.) by accepting a Dark Side (Limit Break) point.

Character Creation: Motivations

Jedi, as servants, do not necessarily have a personal Motivation. This rule is optional; default Motivation is to faithfully serve the Jedi Order. For a Sith: rule the GFFA.

Character Creation: Intimacies

Intimacies are an interesting idea, and perhaps an important part of an Epic Jedi's story? Their number is perhaps too great in Exalted - limit to their number to their primary virtue, and have them match in type? (at least half of the intimacies must match their primary virtue).

Mortal Characters = Non-Force-Wielding Characters

Any non-Force-Sensitive character will be at best a Heroic Mortal, and possibly a regular Mortal. See Ex2e p. 81.

Exalted Settings translations

The Setting Material for Exalted can largely be ignored, except that the 5 cardinal directions translate well to the 5 world types in the GFFA: Lush/overgrown/jungle, desert, ice, water, and citified.

16 April 2006

Exalted = Jedi

Solars would be the equivalent of Jedi, and Abyssals the equivalent of the Sith. Other Force Sensitive traditions might express themselves as Terrestrial equivalents. No Parallel for Lunars or Sidereals.

Demesnes = The Crystal Caves

There are the equivalent of Desmenes in the GFFA, such as the abandoned Dark Lord's Lair on Dagobah. Crystal Caves are another example, and the crystals in lightsabers are the equivalent of Hearthstones. There is no common equivalent to the manse, though Sith Lords might be likely to construct such a thing.

Essence = The Force

Basic, but it needs to be said.

Essence as a concept can be drafted directly into the spot the Force must fill in any Star Wars game.