Rebel Squadrons

Jedi Praxeum - Mana Points System

By MGN Sea Messi
Unit: Alliegiance Battle Group
Fleet NL, Apr 02, 2003
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Well, we've had our fair share of interesting changes last month, and
so far this month is no different. We have a addition to the Jedi rules
that will help put a cap on the uber-ness of the Jedi. Boid "Gambit"
Reaves proposed the idea and I created the system based off the ideas he
and others had, along with quite a few of my own innovations. In honor
ofGamb's idea, I am calling the system the Mana System. Below are the
approved rules for Mana.


Mana

Mana Points

Mana Points serve as (basically) hit points for the Force. Using X
skill would cost X MP based on how many dice were used. Mana Points, unlike
Hit Points, recharge naturally: although Mana recharges faster in
battle than it does outside of battle because of the sense of urgency of
battle, as well as the adrenaline flowing through the blood of the Jedi.
When a Jedi runs out of power reserves (Mana) then the recharge time is
cut in half and there’s a period of time where you cannot gain Mana
because it’s more difficult to regain your power after you’ve wasted it
all. To figure out your Intitual Mana Points you must roll Knowledge or
Willpower, whichever is highest (example: Bob has 4D Willpower and he
rolls for his Mana and his result is 13, therefore his MP is 13). Once
you have a number place that on your sheet as your intitial MP.

Mana Cost

Figuring out Mana cost is fairly easy, as Force powers only involve two
categories: Initial Power Cost, Maintained Power Cost. Intitial Power
Cost only applies during the INTITAL raising of the power and is based
on a simple formula: # of Dice uses x 2 (example: Bob uses 4D of his 5D
in TK to slam Martha into the wall. The MP cost is 8 MP). Maintained
Power Cost applies to any skill that is maintained for multiple rounds
after the first (like Lightsaber Combat) and costs the # of Dice used
(example: Bob raises LSC at 4D, the first round of use costs his 8 MP, and
each additional round costs an extra 4 MP). Additional MP can be used
to lower Difficulty on rolls. +2 MP to an action will lower the DC by 5
(example: Bob is used 4D Telekinesis at a Difficulty of Difficult
(16-20) and he spends 10 MP, which lowers the Difficulty to Moderate
(11-15)).

Mana Recharge

Mana can be recharged by a certain percentage per round and per 10
minute period. Every round the Force Sensitive character regains 10% of his
Mana, and every ten minutes outside of battle he also regains 10% of
his Mana. This is due to the factors on the vody and Force during open
combat.
But if a character has run himself down to 0 Mana then he loses the
ability to regain MP as quickly until his MP are fully restored. Once the
character’s Mana has reached 0 he cannot regain Mana for a total of 3
rounds or 30 minutes. Once the character regains the ability to recharge
his MP, he regains 5% per round or every 10 minutes until he has fully
recharged his MP.
Mana can be recharged at 25% per round (a round is 6 seconds Real Time,
BTW) by using EMPITNESS or RAGE. If a character has used up all his/her
Mana, then once that character regains the ability to recharge his/her
Mana at a rate of 10% with these two powers.

Mana and FP

Force Points have a unique effect on Mana, as they drain MP when used
on non-Force skills. Basically, when used with a Force power, the FP
doubles the potency and cost of the power (example: Bob FPs his Sense
Force, which is 3D, to get 6D. When he used the power, the cost is 12 MP).
But when a FP is used on a non-Force skill is causes that skill to be
treated as if it were a normal, non-doubled Force power (example: Marie
uses an FP on her First Aide, which is 5D. The MP cost of using this
skill would be 10 MP).

Natural Mana Upgrades

Mana Points increase naturally when a Force Sensitive increases in
level. For every rank they increase, a character can roll Knowledge again
and divide the final number in half, this is added to their current
Mana. A Jedi can again add Knowledge/2 to their MP after successfully
training their FIRST Padawan. These natural upgrades represent increases in
power and experience gained after major events in the life of the Jedi.

Upgrading Mana

Mana can be upgraded with Character Points as well, through a slightly
complex upgrade system. Upgrading Mana depends largely on what rank
your character is currently at. Students can upgrade their MP at a cost
equal to their current Mana or 10, which ever is HIGHER. Apprentices
upgrade their MP at a cost equal to their MP/2 or 10, also which ever is
higher. Journeyman can upgrade MP at a cost equal to MP/3 or 10, Knights
can upgrade at MP/4 or 10, and Masters can upgrade at MP/5 or 10.

Mana and the Dark Side

The Dark Side is more powerful, that is what has been said for
thousands of years. In truth, the Dark Side is more powerful for reasons
unknown. Dark Jedi receive a bonus of +25% to their Mana Points (example:
Darth Bob’s MP is 20 when he falls to the Dark Side. Immediately his MP
increases to 25). But as a price of this increase in power, the
difficulty of powers increases by 5 (this includes resistance rolls by other
characters). Upon returning to the Light/Gray Sides the Force users MP
decreases by 20%, reducing them to their normal, non-Dark, MP.

Mana, the Light/Gray Sides, and the Living Force

Lightsiders too can achieve Mana Points without updating through a hard
to learn skill through which they tap into the aspect of the Force
known as the Living Force, the raw power of the Force. The skill is listed
below.
Tap Living Force
Willpower Difficulty: Difficult for Knight and below, Moderate for
Masters.
This power is always kept up until character is rendered unconscious.
Required Powers: Sense Force, Concentration, Emptiness, 4D Willpower
Warning: Any DSP earned while this power is raised are doubled.
Effect: This power allows a Light or Gray Force User to tap into the
raw life-energies of the Force. First of all, the power requires a
successful Willpower roll to raise, and then the character gains +25% to his
MP (like a Dark Sider would) until he loses consciousness. But as a
price of this increase in power, the difficulty of powers increases by 5
(this includes resistance rolls by other characters). CANNOT BE USED BY
A DARK SIDE CHARACTER.

Mana, the Dark Side, and the Unifying Force

Darksiders can achieve greater control of their abilities without
returning to the Light Side through a hard to learn skill which allows them
to tap the more easily controlled aspect of the Force known as the
Unifying Force. The skill is listed below.
Tap Unifying Force
Willpower Difficulty: Difficult for Knight and below, Moderate for
Masters.
This power is always kept up until character is rendered unconscious.
Required Powers: Sense Force, Concentration, Emptiness, 4D Willpower
Effect: This power allows a Dark Force User to tap into the more easily
controled and manipulated energies of the Force. First of all, the
power requires a successful Willpower roll to raise, and then the
Difficulty of his Force Powers drops to normal until he loses consciousness. But
as a price of this increase in control, the characters Mana Points
decrease by 20% from their Dark Side state. CANNOT BE USED BY LIGHT OR GRAY
SIDE CHARACTERS.

Dark Side Points Penalties

Light-side characters should avoid getting Dark Side Points, it’s
naughty. Now, people have been complaining recently because I haven’t
enforced the DSP punishment system. I haven’t done so because it’s too harsh.
So, I’m developing a new system of punishment that’s a little less
harsh. In this system, if you have a ratio of DSP to LSP that’s fairly high
than you get punished depending on how many DSP compared to LSP you
have.

Ratio (DSP:LSP) Punishment
1:25 -1 Mana Point to all Light side uses of the Force.
1:20 -1 MP to all Light side uses of the Force.
1:15 -2 MP to all Light side uses of the Force.
1:10 -2 MP to all Light side uses of the Force.
1:5 -3 MP to all Light side uses of the Force.
3:10 -4 MP to all Light side uses of the Force.
2:5 -5 MP to all Light side uses of the Force.
1:2 Tainted: -6 MP to all LS uses, +1 MP to all Dark Side uses.
3:5 -7 MP to all Light side uses, +2 MP to all Dark Side uses.
7:10 -8 MP to al Light Side uses, +3MP to all Dark Side uses.
4:5 -9 MP to all Light Side uses, +4MP to all Dark Side uses.
9:10 -10 MP to all Light Side uses, +5 M to all Dark Side uses.
1:1 Fallen: 25% to Mana Points, +5 increase to all Force power
Difficulties.

Note: The Offensive Power bonus applies ONLY to damages. Example, Darth
Bob has 4D Telekinesis and he attacks Jedi Joe. Bob rolls 4D against
Joe and Joe rolls 3D to resist and fails, Darth Bob then rolls 6D damage
roll. This applies to ALL DARK SIDE CHARACTERS!

Note 2: If a character reaches 1:1 and wishes to become Grey he must
roll Willpower and beat a DC of 16. If he succeeds than he becomes Grey
and receives no DSP penalties or bonuses. If he fails he becomes a Dark
Jedi/Force user.

Note 3: Due to the extremity of the penalties, they do not apply when a
character is in the First Rank (Student). Once the character achieves
Apprentice these penalties apply.

Light Side Uses: Using the Force to assist or defend. All powers that
heal/help others are Light Side by default. Using TK to help someone is
also lightside. Light Jedi always use the Light Side unless the player
states otherwise, they use the powers overly aggressively, in anger, or
they use a power that is Dark by default.

Dark Side Uses: Using the force overly aggressively and/or in
anger/rage. Using powers to kill is considered a Dark Side use of the Force and
automatically earns you at LEAST one DSP. Light Jedi suffer no penalty
to Dark Side use, but if they tap into the Dark Side they must roll a
Willpower check.


The Mana rules officially go into effect Sunday, but you may make your
rolls for Mana anytime between now and then.

Stay tuned for more exciting changes, both for Jedi and Fleet-wide.

Lieutenant Colonel Randy Starkiller
ABG XO
Jedi Praxeum CO
Jackal Wing XO

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