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Getting Accepted: As mentioned earlier, becoming a Jedi is never easy. It takes years of hard work and an indomitable will. The first step in becoming a Jedi Knight is undergoing Force Sensitivity tests. In these tests a Jedi Acolyte (non Force Sensitives and lowest ranking Apprentices who act as assistants, advisors, etc. to the Knighthood) assigned to the applicant's home system (or nearest system) briefly meets with the candidate to ascertain his belief's and reasons for wanting to join the knighthood. The Applicant is then given tests designed to measure the possibility of Force Potential (these tests are designed to rate the likelihood of Force Potential, the only way to be sure is through the Force) and behavior in high stress situations (such as the questions Dekker asks while interviewing suspected replicants in Blade Runner). The Acolyte then sends a recommendation based on the test results to the nearest Jedi Praxeum (Small teaching instillation consisting of one to ten Jedi Masters who report directly to the Academy). After a Master reviews the reports he may take interest in the candidate and invite him to visit the Praxeum. There the Master uses the power Sense Force Potential to determine if the aspirant is gifted enough to wield Force Powers (is he Force Sensitive?) and then gives the aspirant a Quest to prove his worth to the Knighthood. This can be as simple as a riddle (Such as a Zen Koan or "How many apprentices does it take to change a glow rod?" depending on the Master) or, more often, a long, arduous journey filled with danger and temptation. Regardless of the method, the Quest should be a journey of self discovery and humbling insight. If the candidate returns successful (as determined by the Master, there are often hidden objectives to be accomplished during Quests) he is admitted into the Praxeum.
Graduation Requirements: The early years of training are spent learning the Core Curriculum (Skills and powers all Jedi must know) and working as an Acolyte to neighboring systems. At this time of training an aspiring Jedi will train under several Masters (provided there is more than one at the Praxeum). When a Master has certified that the student has mastered in all the core skills and knows all the required powers, he is immediately promoted to the rank of Jedi Apprentice and must choose a Discipline (specialized area of study). Once the Apprentice decides what Discipline he would like to pursue he must find a Master of that Discipline willing to further his education. This often leads to Apprentices leaving the Praxeum to find that rare teacher. He then begins intense study of that Discipline's selected skills and powers. After mastering those requirements the Master has the power to promote the student to the rank of Jedi Adept and assign him however he wishes (following the Academy's approval). This may include being sent as representatives to a new world, liaisons to the Republic, returning home as an advisor and protector of the peace, or employed in the ongoing war against the Dark Side. At any rate, you are now a Jedi and bound to do as your Master bids.
Core Curriculum: Upon entering a Praxeum a student begins learning these skills and powers as well as the Control and Sense of the Force Skills.
Core Skills: Law Enforcement, History: The Republic, and Systems.
Core Powers:
Control: BioPhysical Control: Regeneration/healing, Suspended animation.
Sense: Telepathy (powers stunts from Telepathy:Life Detection), Sense Force (allows dectection of other jedis, the more powerful the other party is the easier they are to sense.)
Disciplines: After a Master is satisfied that a student has mastered the basics, he promotes the student to the rank of Apprentice and allows him to choose a Discipline. There are numerous Disciplines (Both Light and Dark) but this guide will only cover the most common of the Light: Artificer, Factotum, Investigator, Meditative, Naturalist, and Warrior.
Artificer: The Artificers are the creators, tinkerers, and inventors of the Jedi Knights. They tend to be very technical in nature and posses heightened mechanical empathy. A good example of an Artificer is Cay Qel-Droma who would rather tune a lightsaber's blade than listen to his Master's stories.
Skills: Astrogation, and Computer plus. Pick two from the following:
Droid Programming, Droid Repair, Ground Vehicle Repair, Repulsorlift Repair, Space Transports Repair, Starship Repair, Starship Weapons Repair, Cybernetics Repair, Security, Blaster Repair, Capital Ship Repair, Armor Repair, Walker Repair, Lightsaber Repair, Sensors, Capital Ship Piloting, Capital Ship Shields, Communications, Ground Vehicle Operation, Repulsorlift Operation, Powersuit Operation, Space Transports, Starship Piloting, and Starship Shields.
Powers:
Control: Energy absorption.
Sense: Enhance Senses, Computer Links. Control and Sense: (PS): Communicate with Cybernetics, Altering of the Force (Influencing it): Telekinesis.
Investigator: Whenever there is a mystery or report of Sith activity, an Investigator (often referred to as "Shadows" in some circles) is sent to check it out. These are the detectives, archeologists, and spies of the Jedi. They search for Sith strongholds, research artifacts, infiltrate enemy organizations and solve enigmas of all sorts. These are the rarest of the Jedi and finding a Master is a near impossible task. It is currently under discussion in the Jedi Council to discontinue these teachings due to the risk of losing an undercover Jedi to Dark temptations and the moral dilemmas of teaching deceptive arts. Exar Kun may have been an Investigator before turning.
Skills: Archeology , Investigation.
Powers:
Control: Enhance Attribute (+1 C/S to one attribute for D10 Rounds).
Sense: Danger Sense, Enhanced Senses, Postcognition.
Alter: Teleknisis.
Control, Sense, and Alter: Affect Mind (Mind Control but needs hand gestures and vocal commands).
Recommended Studying: Lighsaber Combat, Induced Sleep, Lesser Force Shield, Force Bolt.
Meditative: Those who study the Meditative arts prefer to exercise their minds, not muscle. They are the thinkers and masters of the mind and spirit. In times of conflict they coordinate the Warriors' actions through their powerful Jedi Battle Meditation while shattering their enemies' wills to win. Make no mistake, they may not charge into battle with lightsaber drawn, but are among the most brave and powerful of the Knighthood. To find an example of a Meditative master, look no further then the legendary Nomi Sunrider.
Skills: Tactics, Survival, History: Jedi, Scholar: Area of Interest, and Law: Republic.
Powers:
Control: Total Memory.
Sense: Postcognition.
Sense and Alter: Affect Emotions (Emotional Control)
Control, Sense, and Alter: Affect Mind (Mind Control but needs hand gestures and vocal commands)., Enhanced Coordination (+1C/S to an attribute for D10 Rounds)
Recommended Studying: Farseeing, Lightsaber Combat, Danger Sense.
Naturalist: The Force is created by all living things, and therefore must be protected. These Jedi have a special connection with Nature and all life. They are much more than simple park rangers yet far removed from eco-terrorists. They are often sent to frontier worlds to help in the formation of colonies and adapting to alien life. If you wanna scrap with a Naturalist, you gotta go through his Rancor pets. The Twi'lek Jedi Tott Doneeta displayed some of these abilities.
Skills: Tracking, Survival, animal handling, and First-Aid.
Powers:
Control: Resistance to disease and Toxins, Emptiness.
Sense: Weather Sense, Enhance Senses, Lingustics.
Control and Alter: Enviromental awareness.
Control, Sense, and Alter: Control/Communicate with Animal.
Recommend Studying: All "Healing" Powers (Naturalists are known throughout the Galaxy as healers), Lightsaber Combat.
Warrior: Although the Jedi Knights are devoted to peace, they understand the Galaxy is not perfect and violence is a necessary evil. These noble Samurai do not believe in peace through superior firepower, but superior compassion. Life is precious and should only be taken as a last resort. The Warriors are the primary peacekeepers. They are sent wherever there is strife, anarchy, or the Sith. An obvious example of a Warrior is Ulic Qel-Droma.
Skills: First-Aid, Lightsaber, Brawling, Lightsaber Technology.
Powers:
Control: Energy Absorption.
Sense: Danger Sense, Enhanced Senses.
Control and Sense: Lightsaber Combat.
Alter: Telekinesis.
Sense and Alter: Lesser Force Shield.
Control, Sense, and Alter: Force Bolt
Recommend Studying: All "Healing" Powers, Enhanced Coordination, Enhance Attribute, and Affect Mind.
Training at the Academy: Training at the Academy, or at a Praxeum, is slightly different than usual training. Through thousands of years of trial, error, and refining, the Jedi Masters have developed very efficient means of educating. Whenever a character is at a Praxeum, or the Academy, and wishes to learn a new power or increase his knowledge in a skill (provided he has already been taught that skill), the player rolls a Psyche feat and may be taught the new skill if successful.
After Graduation: Once a Master is satisfied with his pupil's performance he has the authority, granted by the Academy, to promote the Apprentice to Adept. The Master then sends the Adept on whatever errands he wishes (reporting all the while to the Academy). After the Adept displays proper understanding of the Jedi Code , the Master may promote the Adept to the rank of Guardian. The Guardian is still in the servitude of his Master and after demonstrating superior resourcefulness, true understanding of the Light, he goes before the ruling council of the local Praxeum and may, on an unanimous vote only, be promoted to the rank of Knight. At this point a Jedi is still bound to his Master but is usually given freedom to conduct his own business. When a Jedi has all of the skills available to him he may, with the recommendation of his local Praxeum, travel to the Academy and undergo review of the Ruling Council for the rank of Master. As with the rank of Knight, the vote must be unanimous. The next, and highest, rank in the Jedi Knights is that of Grand Master. There may only be nine Grand Masters, the Ruling Council of the Academy, at any given time. They hold their office until death or retirement and may only be replaced by a Master who has the support of 90% of the Jedi (ranks Adept through Master) and the support of all members of the Ruling Council. Once a Jedi obtains a seat on the Ruling Council he has achieved the greatest honor available to a Jedi. All members of the Ruling Council are equal regardless of seniority.
Explanation of Skills and Powers: All of the powers listed above are as if straight from the Ultimate powers guide or the players handbook. Control, Sense and Alter titles are introduced to seperate and justify the various catagories within the studies given (Control allows you to control the forces at your command, Sense allows you to sense them and Alter Allows you alter the flow of the force around you).
Please take note. NOT ALL BENDU JEDI'S EVEN GET A LIGHTSABRE.
Some of the bendu do not study the lightsabre or its use at all, and "lightsabre" is a generic term used, by that the player could want a lightstaff or lightwhip. Each weapon is different.
Power Explanations:
Control: BioPhysical Control: Regeneration/healing, Suspended animation.
Total Memory
Energy absorption.
Enhance Attribute (+1 C/S to one attribute for D10 Rounds)
Resistance to disease and Toxins
Emptiness: (Stealth as from players handbook/UPG)
Sense: Telepathy (powers stunts from Telepathy: Life Detection)
Sense Force (allows dectection of other jedis, the more powerful the other party is the easier they are to sense.)
Enhance Senses (as players handbook/UPG)
Computer Links (as Players handbook)
Danger Sense (as players handbook/UPG)
Postcognition (as players handbook/UPG)
Weather Sense
Lingustics (as players handbook/UPG)
Sense and Alter: Affect Emotions (Emotion Control)
Lesser Force Shield (Persoanl force field only)
Control and Sense: (PS): Communicate with Cybernetics (Power stunt from Telepathy and COmputer links)
Farseeing (Precog...Gm's makes rolls, Hulluciantory state.) (as players handbook/UPG)
Lightsaber Combat: the jedi gets to add his PSYCHE rank to his Lightsaber's Damage (LS's Damamge starts at Gd-10 and can go as high as Am-60. The Lightsabre blade is a psychic manifestation of the users will and not only will it effect Physical objects (Chopping through doors) it doesnt effect Living objects the same, the blade inflicts a psionic stun damage, equal to his damage rank. The User can defelct attacks with the blade but needs to be able to weild the Sabre as if he had that rank. (this can be achieved through having a high enough fighting, and the skills to get him within range (IE: AMZ fighting and Weapon Spec and or Lightsbre the skill) and may only defelect what he can see. None of this I turn and deflect the attack I couldnt see behind me BS. If he has danger sense then that's possible, But only if he makes a power feat roll.
Control and Alter: Enviromental awareness (as players handbook/UPG)
Alter: Teleknisis (as players handbook/UPG)
Control, Sense, and Alter: Affect Mind (Mind Control but needs hand gestures and vocal commands).
Control/Communicate with Animal (as players handbook/UPG)
Force Bolt (kinetic bolt) (as players handbook/UPG)
These are some rules i came up with for a player sometime ago who wanted to play a jedi in a marvel game.
ByBob Malooga