by Delos

Jedi Guardian- A Class Warfare Reskin

Been thinking about Star Wars a bit lately and I thought that for fun I’ll write up the Jedi Guardian for Dungeon World using the Class Warfare book. For those of you wondering the Guardians of the Jedi Order are the Jedi that focus on Lightsaber combat and physically stopping the Sith whenever they can. They do use the Force but they are more about the hacking and slashing. Without further ado:

Jedi Guardian

  • Stats

    • Damage Die: d8
    • Load: 10+STR
    • HP: 6+Constitution
  • Specialty

    • Peacekeeper- When you focus and sense the Force, even for a moment, and ask “What here is tainted by the Dark Side?” the GM will tell you, honestly.
    • Ace- Your years of spaceship fighting have honed your senses to the razors edge. When you defy danger using speed, take +1.
    • Exotic Weapon Specialist- Any lightsaber weapon you wield gains the precise tag.
  • Alignment

    • Good- Endanger yourself to protect someone weaker than you.

    • Lawful- Deny mercy to a criminal or Sith

  • Bonds

    • __________ got me involved in a questionable adventure and I’m having second thoughts about it now.

    • __________ is always getting into trouble—I must protect them from themselves.

    • I have sworn to protect __________.

  • Starting Moves

    • Lightsaber- You start play with a lightsaber you crafted. Pick a color for its blade (traditionally Blue is the color of the Guardians). The lightsaber has 1-weight and ignores armor.
    • Jedi Mind Trick– When you give an NPC an order and use the Force to reinforce it, roll+WIS. On a hit, they choose one:

      Attack you.

      Back away cautiously, then flee.

      Do what you say.

      On a 10+, you also take +1 forward against them. On a miss, they do as they please and you take -1 forward against them.

    • Force Move

      You can use your mind to move objects smaller than yourself without touching them. It is easy to move objects nearby as long as they can fit in one hand. When you move an object larger than that and smaller than yourself with your mind, roll+WIS. On a 10+, you can move it wherever you want it to go, within sight. On a 7-9, you can move it a short distance in one direction. You must concentrate while the object is moving.

  • Gear

    • You start with your clothes, an aqua breather, a communicator, some space dungeon rations (5 uses, 1 weight), and choose one piece of fighting gear:

    • Utility (Adventuring) gear (5 uses, 1 weight).

    • Light Battle Armor (1 armour, 1 weight).

    • Vibro Dagger (hand, 1 weight).

    • Vibro Short sword (close, 1 weight).

  • Advanced Moves (2-5)

    • Charge!

      When you lead the charge into combat, those you lead take +1 forward.

    • Judge of Character

      When you parley with someone or discern realities concerning them, you also learn their alignment.

    • Force Spirits

      When you consult the spirits that reside within the Force, they will give you an insight relating to the current situation, and might ask you some questions in return, roll+CHA. On a 10+, the GM will give you good detail. On a 7-9, the GM will give you an impression.

    • Improved Saber

      Your lightsabers do +1 damage when you wield them.

    • Force Hold

      Requires: Force Move

      You can move people as if they were objects, even if they are larger than you. On a 10+, you may also immobilize them, as long as you maintain your concentration.

    • Telekinetic Weapons

      When you throw objects with the Force, they count as weapons in near range, and you volley with WIS instead of DEX.

  • Advanced Moves (6-10)

    • Ever Onward

      Replaces: Charge!

      When you lead the charge into combat, those you lead take +1 forward and +2 armour forward.

    • Healthy Distrust

      Whenever the Dark Side wielded by the Sith causes you to defy danger, treat a miss as a 7-9 instead.

    • Agent of Destruction

      When you deal damage with your signature weapon, if your enemy has armour, reduce their armour by 1, to a minimum of zero.

    • Premonition Defense

      Gain +1 armor while wielding your Lightsaber.

    • Superior Warrior

      When you hack and slash, on a 12+, you deal your damage, avoid their attack, and impress, dismay, or frighten your enemy.

    • Force Mastery

      Requires: Force Move

      You can move objects with your mind that are larger than yourself.

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