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Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 5730
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Jaedai (Jedi) -- not named, Temporary NPC


Image
NPC -- No Name Yet (NPC)
Jaedai


Played by Old Warrior

Bio: if desired

BL 2; Title: Jaedai Knight
Power Sabre Style: Aggressive

Wounds: 15
Move: 4
Weapon Skill: 3 (remember deflection/redirection)
Ballistic Skill: 5+
Strength: 3
Toughness: 3(4)
Initiative: 4
Attacks: 2
Damage Dice: 1 (+1 wound from aggressive style, on 6+ ignores non-magic armour)
Luck: 2/2
Will Power: 3
Pinning Roll: 4+
Beginning Power (Tokens): 13 (+1 restored up to this value each turn in which the Power Phase is a 6)
Gold 0
Experience 0

Derfault Weapon: Power Sabre -- only with its use does the Jaedai have Deflection and Parry skills.

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Force Powers (& Spells):

Healing

1 Cure Small Wounds* (1) (LS)
Pick any Warrior on the board (including the Jaedai) and heal 1 of his Wounds. Each individual Warrior may only have this power successfully used on him once per turn. However, there is a chance that this power may fail. Roll 1D6. On a roll of 1 it fails. (LS means Light Side Force Power.)

Healing Hands* (LS)
With quieting meditation, the Jaedai feels a soothing calmness descend upon himself and his companions. Every Warrior on the board has 1 Wound healed. However, there is a chance that this power may fail. Roll 1D6. On a roll of 1 it fails. Also, this power may only be used successfully once per turn. Prerequisite: Cure Small Wounds OR Finger of Life


Defensive

Force Protection (3) (N/=Glittering Robe)
The Jaedai envelopes himself with a field of Force energy that shimmers and glitters about him as he moves.
This power creates a cloak of magical energy around the Jaedai that absorbs up to 1D6 Wounds.

Minor Force Pull (1) ( N/Drop*)
Pick any Monster on the same board section as the Jaedai and roll 1D6. On a score of 6 any one weapon that it is holding is forcefully ripped from its grasp. He cannot attack this turn as he retrieves it. This power may have other uses (RP).

Force Push (LS) (2+ {1/2 Model Level}
The Jaedai may Force push any monster (except Large Monsters), warrior, or moveable object within 6 squares range (requires LOS). The target is pushed backwards in a straight line away from the Jaedai Apprentice 1D6+1 (+2 as Knight, +3 as Master; +4 as Lord) squares. A monster or warrior that hits a wall may have the wind knocked out of them (be stunned and do nothing for one turn -- treat as prone -- not applicable to daemons and ethereal) if they fail a toughness test (at +1 to the difficulty per square short of the total rolled for the Force push). The push stops whenever the target hits a solid obstruction such as a wall, but the model passes through other models without disturbing them (assumed it is that other models are constantly in motion like the future). Any target that cannot fly (or is not levitating), will fall into a pit or fire chasm (flying or levitating targets will remain suspended over the pit or chasm) if it stops (at the end of the Force push) over an opening. The target may suffer from whatever it falls into (a monster or warrior will die if they fall into the Firechasm), but the push itself will not damage the monster, because the Jaedai is trying to avoid directly damaging the target with the Force. This may be used with Levitate to prevent the target from falling.


SPECIAL

Strengthen (2)(LS)
Pick any Warrior on the board (Including the Jaedai). This turn he is at +1 strength. Each individual Warrior may only have this spell cast on him once per turn. Note: the strength increase will apply for combat and for strength tests (such as for web or net breaking). Therefore, the class has been changed.


Equipment:

Power Sabre This is the Jaedai's (and the Saedith's) weapon of choice, with which he constantly practices. It does normal damage of 1D6 + Strength (3) +1 for Agressive Style. The Power Sabre counts as a magical weapon. Also enables the Jaedai to use Power Sabre Skills, with the help of the Force.

Jaedai Cloak +1 Toughness. (This is NOT armour, and may be worn by a Wizard.) (costs 300 gold to replace and can only be purchased from a Jedai Mentor/Comrade).

Rope common, usual rules. Breaks on 1 or 2.


Power Sabre Skills

Improved Deflection (Costs 1 power per turn for +1 Deflection and an additional 1 power per turn per other warrior protected)
He gains a +1 to his Deflection skill (now 4+ as Knight and 3+ as Master and Lord, but only while spending 1 power per turn). Additionally, he may now defend himself and another (or other) warrior (s) behind him or next to him (+1 other at Knight, +2 others at Master, +3 others at Lord). Note on cost: for example, it costs 4 power per turn to defend three warriors in addition to himself. This greatly improves the original Deflection skill, but NOT the Parry skill. He must spend the additional 1 power for +1 Deflection in order to be able to then spend additional points of power to protect others as well. This represents the degree of focus in the Force required to accomplish such an amazing task. This improves only his ability to deflect not his ability to redirect the projectiles, though it does give him more opportunities to redirect...

Deflection (6+)(4+ as Knight with improved skill above)
This allows the Jedi to "deflect" incoming missiles (projectiles) of a physical nature on a 6+ (5+ as Knight, 4+ as Master and Lord). Deflection is his ability to anticipate projectiles before they hit (while using Power Sabre only -- works against all solid projectiles -- not effective against area effect, fire or magic, though it does work against blunderbuss shot). This is not to be confused with the Parry skill (which only applies to melee attacks).

Redirection -- If a missile is successfully deflected there is also a chance that it will turn back to strike the one that fired it. Roll 1D6 for each deflected missile, on 5+ as Padawan (4+ as Knight and Master, and 3+ as Lord), the missile is returned and inflicts the same damage upon its shooter as it would have caused on its target. (a single blunderbuss target may be chosen)

Aggressive Style: On a successful to hit roll, you do normal damage +1 wound before deductions. Also, on a natural 6 to hit you ignore all non-magical armour when determining damage.


Treasures:


CANNOT USE:

Fireball Spell Scroll 200 gold


Notes:

Force Powers

Force powers work exactly like the Wizard's spells as regards the use of current and stored power. The Force powers have a casting cost just like spells. Some of the Jaedai's Sabre Skills also depend upon his use of Force power (magic power). Jaedai (Light Side) do not use Attack Spells/Force Powers, because they do not use the Force to directly harm others (even their enemies). Hence the necessity of the Power Sabre when facing the more dangerous foes.

Each time the Winds of Magic surge (a natural roll of 6 for the Power Phase), the Jaedai/Saedith regains one point of stored Force power (power token) up to his starting value.

Magic Using Monsters

To show how Force-sensitive magic users are drawn to the Saedith and to the Jaedai, for every Unexpected Monster Event (the GM will) roll 2D6. If the result is doubles, an extra monster, a magic user, will arrive in addition to the normal monsters. See full rules for further details. The Saedith gets the DL (Monster Table level actually) of the magic user X 100 extra gold for slaying it, plus an experience bonus since there is no extra treasure for this monster. A Jaedai may also gain an experience bonus for slaying the magic user though not as much as the Saedith gets.


Defensive (N?/= Wiz Spell?*)

Special (#)(N)

Healing (#) (LS)

Last edited by OldWarrior, 8/Oct/2007, 1:21 pm


---
Old Warrior

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