Luke Skywalker - Jedi Knight 1292 CP, PL 36
ATTRIBUTES Might 4, Agility 10, Valor 10, Resolve 12, Insight 5, Charisma 5 [460 CP] Height 0, Weight 2 [Lean], Running Speed 5, Jumping Speed 2, Health 40 recover 8, Determination 640 recover 128, Fame 7, Passive Spotting 8, Passive Listening 0
POWERS
Power Pool “The Force” [Base 125+37= 162, Variable 20+8= 28] 12 [498 CP]
– Blindsight (Self, Permanent) Psychic, Life-Only [Base 25, Variable 10]
– Psychic Awareness (Standard, Permanent) [Base 40, Variable 4] This power enables the character to detect the effects of psychic or psionic phenomena. When a psychic or psionic power is used, the character gains Psychic Clarity equal to his SPs of Psychic Awareness + Psychic Loudness - Range to the event.
Psychic Event | Psychic Loudness
- Psychic character arises or dies | Psychics power limit /2
- Psychic or emotional damage caused | EV of damage
- Telekinesis used | SPs of Telekinesis
- Mind Domination, Telepathy, Emotion Adjustment used at any range other than “touch” | SPs of power / 2
With at least 0 SP of psychic clarity, the character has a vague sense that something has happened, but cannot say where it came from or exactly what it was. With at least 1 SP of clarity, the character is certain there has been an event, and can identify the approximate nature of the event (ie, the type from the table above) and a very rough idea of the direction to the event (within about 120 degrees of the true “direction”) With at least 2 SP of clarity, he can identify the nature of the event and the approximate direction (within 30 degrees) but not distance with at least 3 SP of clarity, the character knows the exact nature of the event, the direction (within 1 degree) and a rough distance (to within +/- 10 SPs of distance) With 4 or more SPs of clarity, the character knows exactly what event occurred, and exactly where.
Psychic Awareness does not allow a character to claim LOS on a target, regardless of how much clarity is obtained. However, it can be used to learn the approximate location of enemies for purpose of Indirect Area of Effect attacks or to avoid becoming Totally Surprised.
– Lightning Reflexes (Self, Permanent) [Base 0, Variable 2]
– Empathy (Standard, Instant) [Base 10, Variable 2]
– Mind Domination (Standard, Special) Verbal [Base 125, Variable 10]
– Scrying (Standard, Sustained) Non-Transmitting, Unenhanceable, Ritual, Time-Spanning, Cannot See Present, Undirected [Base 15, Variable 6] This power configuration allows the character to engage in an extended challenge action to call upon visions through the force. The character may see events in the future, or the past, up to 15 + SPs of power time forward or back, but cannot “see” the present moment, nor can he choose what specific visions he will see. He can choose to look to the past, or the future; his “visions” do not have a physical range, but they will be emotionally relevant to him. For example, a detective with this power could scry the crime scene to get clues about the perpetrator (using the CHART results as normal for investigation to determine the number and quality of clues obtained). When scrying the future, the GM should provide vague and uncertain guidance; the shorter the distance into the future, the more certain should be the answers (again, relying on the CHART to determine the number and quality of hints or forewarnings obtained).
– Mind Screen (Self, Sustained) [Base 20, Variable 4]
– Telekinesis (Standard, Special/Instant/Concentration), Agile [Base 45, Variable 20]
– Cloaking (Self, Sustained) [Base 20, Variable 2]
Skywalker’s Lightsaber [Power Pool] 10 [Base 53, Variable 11] [163 CP]
– Strike (Touch, Instant) Thermal Electrical Corrosive, Boomerang [Base 10, Variable 7]
– Power Set Deflection (Base 40+(.2530)= 48, Variable 8+(.256)= 10)
– – Deflection (Standard, Concentration), Physical only, Projectable, Protective [Base 30, Variable 6]
– – Deflection (Standard, Concentration), Energy Only, Projectable, Protective [Base 40, Variable 8]
Iron Will (Self, Permanent) 15 [Base 0, Variable 6, Score 12] [18 CP]
Resilience (Self, Permanent) 7 (grants determination recovery after only 15 minutes, instead of 1 day) [Base 0, Variable 4] [28 CP]
Routine Power Stunts 2 Point: Emotion Adjustment, Illusion, Memory Manipulation (verbal/suggestive only), Mind Reading,
PERKS:
Combat Maneuvers (all six melee options) [30 CP]
Extra Attack [40 CP]
Lean [2 CP]
Multitask [15 CP]
Sidekick (R2-D2) [80 CP]
DRAWBACKS:
Code of Honor (Jedi Asceticism) [-4 CP]
Dependents (Han, Leia, et al) [-5 CP]
Vulnerable State: Deprived of Device (Lightsaber, on a Yellow disarm or better the “Skywalker’s Lightsaber” power pool becomes unavailable) [-33 CP]
Luke’s Sidekick -
RD-D2, The Hero of 1,000 Devices 1026 CP, PL30
ATTRIBUTES: Toughness 1, Agility 1, Valor 1, Resolve 1, Insight 1, Charisma 1, Height -1, Weight 4, Running Speed 1, Jumping Speed -2, Fame 5, Passive Spotting 8, Passive Listening 0, Durability 30, Determination 20 [60 CP]
POWERS
Technology Control (Standard, Special) 24 [Base 125, Variable 12] [413 CP]
Invulnerability (Self, Permanent) Physical Only 6 [Base 20, Variable 2] [32 CP]
Blindsight (Self, Sustained) Radio, Transmitting, Degradable 10 [Base 15, Variable 5] [65 CP]
Microscopic Vision (Self, Permanent) 2 [Base 5, Variable 2] [9 CP]
Radio Communication (Standard, Sustained) Mental, Sensitive 20 [Base 20, Variable 3] [80 CP]
Super-Strength (Self, Permanent) Non-combat 5 [Base 0, Variable 6] [30 CP]
Telescopic Vision (Self, Permanent) 2 [Base 5, Variable 2] [9 CP]
Ultra-Sensitive Vision (Self, Permanent) 2 [Base 0, Variable 3] [6 CP]
Memory (Self, Permanent) 21 [Base 20, Variable 2] [62 CP]
Running (Self, Concentration) 3 [Base 0, Variable 2] [6 CP] Power Set “Devices” 6 [Base 74, Variable 24] [219 CP]
– Cone (Special, Instant) Cryogenic, Variable [Base 20, Variable 16]
– Illumination (Standard, Sustained) Sustained [Base 35, Variable 3]
– Noise (Standard, Concentration) Intelligible, Self-Range [Base 15, Variable 2]
– Strike (Touch, Instant) Electrical, Non-Lethal, No Multi-Attack [Base 0, Variable 3]
– Flight (Self, Concentration) Contrailing 5 [Base 14, Variable 4]
PERKS:
Robotic [5 CP]
Multitool [2 CP]
Multitask [15 CP]
Additional Limb 1, Utilitarian [56]
DRAWBACKS
Body Form (Ambulatory Trash Can) [-20 CP]
Damage Susceptibility (Electrical) 10 [-20 CP]
Short Stature [-2 CP]
Heavy [-1 CP] (edited)
This is hands down the most complicated character I’ve yet made. “Pyschic Awareness” is a word-for-word copy of the power “Cosmic Awareness” from the book, with the power focus changed to mental and psychic/psionic effects instead of the default-setting’s assumption of Zero-Point Energy. The modifiers to Scrying are courtesy GURPS Powers and GURPS Psionic Powers.
Upon further reflection, I realize that this build is suboptimal, because he’s below his PL in several areas. Further, I think his “The Force” power pool is inefficient. I may come back and stealth-edit this with a new version.