Return-path: Received: from DRYCAS.CLUB.CC.CMU.EDU by DRYCAS.CLUB.CC.CMU.EDU (PMDF V4.3-13 #7763) id <01HPTFSLGLG0HXLCFZ@DRYCAS.CLUB.CC.CMU.EDU>; Thu, 27 Apr 1995 02:30:22 -0500 (EST) Received: from louie.udel.edu by DRYCAS.CLUB.CC.CMU.EDU (PMDF V4.3-13 #7763) id <01HPTFQ9NKEO052K63@DRYCAS.CLUB.CC.CMU.EDU>; Thu, 27 Apr 1995 02:28:17 -0500 (EST) Received: from snow-white-fddi.udel.edu by louie.udel.edu id aa14936; 27 Apr 95 2:28 EDT Received: from louie.udel.edu by snow-white.ee.udel.edu id aa19747; 27 Apr 95 2:27 EDT Received: from snow-white.ee.udel.edu by stimpy.eecis.udel.edu id aa17772; 27 Apr 95 6:27 GMT Date: Thu, 27 Apr 1995 02:27:40 -0400 From: Jerry Alexandratos Subject: Lumiya Stuff To: jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU Bcc: Errors-to: jae+sw-rpg-errors@DRYCAS.CLUB.CC.CMU.EDU Reply-to: jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU Message-id: <9504270627.aa17772@stimpy.eecis.udel.edu> Organization: Mos Eisley Candy Store Content-id: <17768.798964059.1@louie.udel.edu> MIME-version: 1.0 Content-type: text/plain; charset=us-ascii Content-transfer-encoding: 7BIT Okay, I got bored so I typed this stuff up. It's just an expansion of the stuff presented in SWGM 3. I've put a little story at the top, and then just gone on and explained the necessary skill, force power, and weapong descriptions to appear just the way they would in the sourcebook. If you have any questions as to why I did what I did, or how I came up with some of this stuff, please feel free to ask. Also, let me know what you think of the whole thing... --Jerry 8) Jerry Alexandratos % - % "Nothing inhabits my (8 8) alexandr@louie.udel.edu % - % thoughts, and oblivion (8 8) darkstar@strauss.udel.edu % - % drives my desires." (8 ----Cut Here---- She paused in front of the menacing blast door. As she reached to touch the comlink and announce her presence, spasms shot through her arm reminding her of the excrutiating pain from the operation. Before she even touched the multi-colored console, the doors slid open and a powerful voice bade her to enter. She cautiously entered the room and approached the looming figure. Bowing before him she asked ``What is thy bidding master?'' ``You have come far since the days when you first began your training,'' rasped the dark voice. ``However, there is one final act that you MUST complete.'' ``What is it my lord?'' ``Shira Elan Colla Brie is dead. Those meager blasters in your hands will protect you, but they are not our weapons.'' Handing her a datapad, he continued, ``You will travel to this location and search for a tome. In it you will uncover the secret of creating a weapon forged of `biting metal and stinging light'. This will serve as your own personal weapon and trademark. Do you understand?'' ``Yes Lord Vader.'' ``Then do not fail yourself or ME Lumiya.'' Dexterity Skills: Lightwhip Time Taken: One round Used primarily by ancient Sith practioners and Dark Jedi, the lightwhip skill is dangerous for the unskilled. If an attacking character misses the difficulty number (the base difficulty; not their opponent's parry total) by 10 or more, then the character has injured himself with the weapon and rolls damage on himself. Control And Alter Powers: Lightwhip Combat Control Difficulty: Moderate Alter Difficulty: Moderate This power may be kept ``up.'' Effect: To use a lightwhip most effectively, a Sith learns this power. The Sith uses this power both to wield this double-edged weapon while also helping to guide it's movement through the Dark Side. This power is called upon at the start of a battle and remains ``up'' until the Sith is stunned or injured; a Sith who has been injured or stunned may attempt to bring the power back ``up.'' If the Sith is successful in using this power, the Sith adds his alter dice to his lightwhip skill roll when trying to hit a target or parry, and he adds or subtracts up to the number of his control dice to the lightwhip's 5D damage when it hits in combat. Players must decide how many control dice they are adding or subtracting before they roll damage. If the Sith fails the power roll, he must use the lightwhip with only his lightwhip skill to hit and the weapon's normal damage in combat and he cannot attempt to use the power again for the duration of the combat. Finally, the Sith may use the lightwhip combat to parry blaster bolts. To do this, the character must declare that he is parrying that round, using his lightwhip skill as normal. The Sith may also attempt to control where the deflected blaster bolts go, although this counts as an addition action. The Sith must declare which specific shot he is controlling. Then, once the roll is made to see if the blaster bolt was parried by the Sith, the Sith makes a control roll, with the difficulty being his new target's dodge or the range (figured from the Sith to the target). The damage is that of the original blaster bolt. Melee Weapons: Lightwhips The lost and highly prized weapon of many Siths and Dark Jedis, lightwhips are harnessed energy coiled around incredibly strong alloy whips capable of cutting through the densest of materials. Because the energy whip is unweildy and highly flexible, it is very dangerous for beginners to use, and those without any formal training are as dangerous to themselves as their opponents. However in the hands of a Sith or Dark Jedi, the weapons are truly formidable and can be used to block and deflect blaster bolts, in addition to it's formidable combat capabilities. Scale: Character Skill: Lightwhip Difficulty: Very Difficult Damage: 5D Cost: Unavailable for sale Notes: Due to the dual energy and physical nature of the weapon all parry weapons against the lightwhip increase in difficulty by one level unless using one weapon to counteract the energy nature of the weapon and another to counteract the physical nature of the weapon. Likewise, armor will only partially protect the wearer. For armor that protects against both energy and physical attacks only allow the lower value to be added to the target's strength roll. Otherwise, it the armore protects from one but not the other lower the effectiveness of the armor by 1 pip. In an attacking character misses the difficulty number by more than 10 points (the base difficulty; not their opponent's parry total), the character has injured himself with the lightwhip: apply normal damage to the character wielding the weapon. Miscellaneous: Additional Rules Lightwhips suffer the same reduction to damage that lightsabers do when these weapons (either lightsabers or lightwhips or both) clash with one another. Use the damage chart that Scott Sutherland was kind enough to repost from a Polyhedron issue or get said issue yourself (issue 101 I believe). The damage chart can also be found in the mailing lists archive.