JediRules

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 J E D I PHYSICAL SKILLS “Strength of Faith is key to standing against those who assault those who cannot stand for themselves.” This is a tenet of faith. An expected code of behaviour. Failure to adhere to this and a man is no Jedi. But there a re those  whose faith i s manifested in their sheer physical pow er. 1 point in Physical Skills = 1 Trait choice. All traits may be bought up to 3 times unless otherwise specifie d.  Force Speed: Greater aptitude granted greater boosts to speed and/or greater duration. The increased speed of the Force-user enabled them to see the world and the entities around them in slow motion, allowing them to dodge attacks easily and at tack quicker with greater accuracy.  Force Jump : Force Jump, also known as Force Leap, used  the Force to augment the user's natural leaping ability. Force-users adept in this technique could perform awe-inspiring vertical/horizontal leaps with impunity.  Force Concealment : Force stealth also referred to as Force Concealment or Buried Presence was a  power that  was used by highly ski lled  Force-sensitives to mask their Force alignment (Light or Dark), their ability to use the Force, or even their entire presence from other Force sensitives.  Detoxify Poison : Detoxify Poison was a control-based  Force power that allowed a Force-user to detoxify poisons or eject them from their body in a much shorter amount of time than would normally be possible. It could also be used to cleanse their body of alcohol. (Can only be taken once)  Sabre Barrier : A defensive technique, the saber barrier was a telekinetic lightsaber combat technique used by some practitioners of  dual-saber combat in Luke Skywalker' s New Jedi Order.  It consisted of having the lightsabers whirl hovering in a horizontal circle around the saber-wield ing  Jedi, thus creating a defensive  yet deadly wall of lightsaber blades, defendi ng the  Jedi primarily against melee attacks.  Sabre Throw : It was an offensive use of the  lightsaber. It is not clear if it was an ability in its own right or a technique combining powers such as Force Pull. The  Force user,  whether by manually locking the blade in the 'on' position or holding in the activation button using  the Force,  could throw the lightsaber in a boomerang fashion, with it cutting its way through obstacles and (usually after deactivation) returnin g to the hand of the caster. Variations in the skill of users meant that some could hurl t heir lightsabers great distances, make mid-air course corrections, or keep them hovering in place. These techniques, finely honed, could be combined to make t elekinetic lightsaber combat possible.  Lightsabre Proficiency : You are skil led in a basic lightsabre. I don’t think I need say more on this one.   Double Bladed Sabre Proficiency : Also referred to as saberstaffs and Sith lightsabers, double-bladed lightsabers consis ted of a single hilt that projected a bl ade from both ends, resulting in a deadly staff-like  weapon. Mos t saberstaff hi lts were of in creased length, as they usually con sisted of two separate lightsabers connected at the pommels. You are proficient with this weapon. (Cannot be disconnected.)

Transcript of JediRules

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 J ED I

PHYSICAL SKILLS

“Strength of Faith is key to standing against those who assault those who cannot stand for themselves.” This is atenet of faith. An expected code of behaviour. Failure to adhere to this and a man is no Jedi. But there are those

 whose faith is manifested in their sheer physical power.1 point in Physical Skills = 1 Trait choice.All traits may be bought up to 3 times unless otherwise specified.

  Force Speed: Greater aptitude granted greater boosts to speed and/or greater duration. The increased speedof the Force-user enabled them to see the world and the entities around them in slow motion, allowing themto dodge attacks easily and attack quicker with greater accuracy.

  Force Jump: Force Jump, also known as Force Leap, used the Force to augment the user's natural leaping

ability. Force-users adept in this technique could perform awe-inspiring vertical/horizontal leaps withimpunity.

  Force Concealment: Force stealth also referred to as Force Concealment or Buried Presence was a power that was used by highly skilled Force-sensitives to mask their Force alignment (Light or Dark), their ability to usethe Force, or even their entire presence from other Force sensitives.

  Detoxify Poison: Detoxify Poison was a control-based Force power that allowed a Force-user to detoxifypoisons or eject them from their body in a much shorter amount of time than would normally be possible. Itcould also be used to cleanse their body of alcohol. (Can only be taken once)

  Sabre Barrier: A defensive technique, the saber barrier was a telekinetic lightsaber combat technique used bysome practitioners of  dual-saber combat in Luke Skywalker's New Jedi Order. It consisted of havingthe lightsabers whirl hovering in a horizontal circle around the saber-wielding Jedi, thus creating a defensive

 yet deadly wall of lightsaber blades, defending the Jedi primarily against melee attacks.

  Sabre Throw: It was an offensive use of the lightsaber. It is not clear if it was an ability in its own right or atechnique combining powers such as Force Pull. The Force user, whether by manually locking the blade inthe 'on' position or holding in the activation button using the Force, could throw the lightsaber in aboomerang fashion, with it cutting its way through obstacles and (usually after deactivation) returning tothe hand of the caster. Variations in the skill of users meant that some could hurl their lightsabers greatdistances, make mid-air course corrections, or keep them hovering in place. These techniques, finely honed,could be combined to make telekinetic lightsaber combat possible.

  Lightsabre Proficiency: You are skilled in a basic lightsabre. I don’t think I need say more on this one. 

  Double Bladed Sabre Proficiency: Also referred to as saberstaffs and Sith lightsabers, double-bladedlightsabers consisted of a single hilt that projected a blade from both ends, resulting in a deadly staff-like

 weapon. Most saberstaff hilts were of increased length, as they usually consisted of two separate lightsabers

connected at the pommels. You are proficient with this weapon. (Cannot be disconnected.)

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  Guard Shoto Proficiency: A variation on the standard short shoto lightsabers, guard shotos featured anelongated hilt with a secondary handle built angling 90 degrees out from the main hilt. They were built tobe carried by the second handle, with the blade parallel to the forearm, allowing the weapon to be easilyused for blocks. Due to the defensive nature of the weapon, it was recommended that the casing bemachined out of lightsaber-resistant phrik alloy. You are proficient with this weapon.

  Long Handled Sabre Proficiency: Built to cater to specific fighting styles, long-handle lightsabers featured alengthened handle that provided the duelist with more surface area to place his hands, and providing moreleverage for attacks. The length of long-handled lightsabers varied considerably, with some examples, such as

the weapon of  Warb Null simply being double the length of standard hilts, and others, such as Darth Nihl's weapon, being staffs with a lightsaber blade on the end. You are proficient with this weapon.

  Lightsabre Pike Proficiency: Resembling pole-arms in many respects, lightsaber pikes featured extremely longhandles, up to two meters long, with a somewhat shorter and thicker lightsaber blade. The handle wasmachined from phrik alloy to prevent it from being cut in two, as the purpose of the weapon was to provideincreased range in close combat. You are proficient with this weapon.

  Sabrecane Proficiency: The sabercane was a simple variation on the standard; a lightsaber concealed as thehead of a cane. In combat, the handle would be detached from the body of the cane and wieldednormally. Tera Sinube wielded such a weapon, as did the Sith acolyte Haazen. You are proficient with this

 weapon.

  Paired Sabre Proficiency: The usage of double-bladed lightsabers eventually gave rise to the use of pairedlightsabers. As many double-bladed lightsabers were simply two separate lightsabers joined at the pommel,

this was taken advantage of and the weapons were connected with a locking mechanism rather than a solid weld, allowing the two weapons to be separated for Jar'Kai dual-blade combat. Many duelists used the pairedfunction to surprise enemies in combat, wielding it as a saberstaff before separating the weapons. You areproficient with this weapon.

  Lightwhip Proficiency:  Lightwhips were exotic variations on the typical lightsaber that saw only rare usage.Like a lightsaber, it emitted a coherent beam of energy, but instead of a straight meter-long blade, it wasseveral meters in length and flexible. Most lightwhips were produced by emitters extended from the hilt. Theenergy field was then created around the solid emitters. Wielded in a whip-like manner, they were used toattack opponents at a range and provide an element of unpredictability in combat. However, they weresignificantly weaker than standard lightsabers, and their blades were ineffective defensively. You areproficient with this weapon.

  Blaster Proficiency: A blaster (also addressed as a gun) is a ranged weapon that fires bursts of particle beamenergy called blaster bolts from a replaceable power pack. The most commonly used weapon in the galaxy, blasters' intense beams consisting of compacted high-energy particles and intense light can kill or paralyzetheir target, depending on their setting.

  Piloting Proficiency: You’re a skilled pilot, whether of starfighters, capital ships, or even just speeders andspeeder bikes.

  Elite Pilot: (Requires: 3 Piloting) You aren’t just a good pilot. You’re among the best. And it shows veryeasily. (Can only be taken once)

  Natural Gunner: Some Jedi like Lightsabres, some think that Blasters have no place on a civilised battlefield. Whether you agree or not you’ve got a natural flair for shooting things. (Can only be taken once) 

  Force Instinct: You have finely honed instincts and make good use of them. Whether to stop someonecutting your throat in your sleep or catch a pickpocket about to rob you. Your reflexes are even higher than

most might expect. (Can only be taken once.)  Armour Proficiency: You believe that skill in the force is as good as any defence, but it never hurts to be

sure, as such you’re trained to use of personal armour on the battlef ield without interfering with your forceabilities unreasonably.

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FORCE POWERS

The power of faith can manifest itself as the will of the gods. Bolts of divine light to strike down the enemies of thegods, great spells to return those near death to you and all manner of power.1 point in Force Powers = 1 Trait choice.

  Basic Force Skills: Basic force Telekinesis, Mind trick, Force Push and Force Pull.

  Force Whirlwind: A more advanced form of Force Push, and a feeble version of Force Wave. TheJedi would

alter the air currents around an opponent, turning it into a maelstrom. This swirling force would lift anopponent into the air, spin them around, and leave them incapable of moving out of it. This allowed the Jedito attack without resistance.

  Force Repulse: An extremely powerful telekinetic Force power, similar in function to Force Push, and perhapseven more Force Blow, but on a far larger scale, akin to that of Force Wave, Force Repulse is known togather loose objects, even Humans, and let out a powerful blow. The user would concentrate in the Forceand violently push it outwards, creating rapidly-expanding kinetic ripples in space, flinging nearby objectsaway at high velocity.

  Droid Disable: This is a Force power developed during the Old Sith Wars that allowed a Jedi to overload anddamage electronic systems, such as droids. Master Arca Jeth discovered the technique during the GreatDroid Revolution, which allowed the Jedi to deactivate the droid army of  HK-01. 

  Electric Judgement: Electric Judgment also known as Emerald Lightning was a Force technique used

by Jedi such as Plo Koon, and possibly Luke Skywalker. It is known to sap an enemies strength and willpowerand is quite unable to kill.

  Force Healing: Force healing, Force heal, or Cure was a power that used the Force to accelerate the naturalhealing process rapidly.

  Force Protection: While taught to all Jedi during the days of the Galactic Republic, it was a rare feat to becapable of dissipating concentrated energy such as what makes up a blaster bolt or lightsaber blade.

  Force Defend: (Requires Force Protection) This more advanced version of force Protection provides greaterdefensive abilities to the user.

  Force Absorb: (Requires Force Defend) This power is as powerful a defence as a Jedi can get and issignificantly more powerful than its original version.

  Force Stun: Force Stun was a Force power that could temporarily deaden the senses and perceptions of a

targeted enemy. It was often used when a Jedi faced a large number of opponents or if they wished todisable an enemy long enough to flee from or apprehend them. To use the power, the Jedi would use theForce to induce them into a catatonic state. 

  Force Stasis: Force Stasis was a more potent version of Force Stun. The Jedi would use the Force to deadenthe senses of an enemy, inducing a near-catatonic state and in effect freezing that person or being in place.This power was very useful when the Force-user was stuck in tight spots against a superior number of foes.

  Force Stasis Field: Stasis Field was the highest level of Force Stun. Often learned and practiced by higher-level Jedi Knights and Masters, this power allowed the Force-user to put multiple enemies into brief, non-harmful catatonic states at one time, allowing for quick escapes or to avoid protracted confrontations againstseemingly overwhelming numbers. This power could also be used to avoid combat entirely, if the wielder

 wished to apprehend or sneak by opponents put into stasis.

  Plant Surge: Plant Surge, also known as Consitor Sato, was a light sideForce power that was based around

the channeling of life energy into plants, allowing the user to improve the plant's rate of growth and evenaffect the manner in which it grows. In battle, the ability to control a plant's growth could be used to causeplants to grow with incredible speed directly under the user's control, causing plant life to grow and twistaround opponents, ensnaring anyone who wasn't quick enough to avoid it.

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  Revitalise: Revitalize was a light side Force technique that revitalized an exhausted, wounded or, unconscioususer, or whoever the user directed it at. Being a Force-based power, it did not work on non-organics suchas droids. 

  Psychometry: Psychometry or telemetry was a Force power that was a mental technique of picking upimpressions and traces of information about the object touched and the events that have surrounded it. Thispower allowed the user to view events as if they were there, including the sights, sounds, and feelings, bothemotional and physical, that the wielder of the object experienced. This power was easier to use on personalobjects that were used frequently. 

  Force Valor: Force Valor was a light side Force power that increased the resolve, accuracy, and speed of one'sself and one's allies. Tapping into the Force, a Jedi could increase the rate at which one's capacitiesfunctioned, allowing the body to move more quickly, strike more powerfully, and fight with improvedaccuracy.

  Hibernation Trance: Hibernation trance, healing trance, Jedi hibernation, Force trance, or recovery trance wasa control-based ability that would allow Force-users to go into a very deep hibernation state. This slowed theuser's metabolism and breathing to a standstill, causing the individual to only use one tenth of the air of anormal individual. A fully trained Force-user could stay in this state for up to one week in a dry climate orone month in a wet climate before dying from lack of water.

  Healing Trance: (Requires Hibernation Trance) This modifies the Hibernation trance to provide a healingeffect for its duration and reawakens the Jedi when his body senses it is healed from its wounds.

  Force Wave: The strength of Force Wave was extremely potent, and its raw power was on more than one

occasion described as a telekinetic explosion. It was more widespread, like a wave, hence the name, and couldpush multiple opponents at once. It was very useful in tight, cramped quarters when the Force user neededroom to move, since Force users could damage their opponents by pushing them into the walls.

  Force Grip: This move was similar to Force Choke and Crush, as it was used to grip enemies with the Force.The target could be seized with great strength, lifted off their feet and suspended in the air by a powerfulForce user. If used to a high degree, it could crush an opponent's bones or organs.

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COMMAND

The power of faith is a strong power. But it is nothing without the support of righteous men and other beings ofthe world. A man of faith can stand before an army and martyr himself. A man of faith supported by an army of thefaithful can bring justice upon them.1 point in Command = 1 Trait choice.

  Loyal Servants: Your men and women are highly loyal and cannot be shaken from their faith in you easily.

Of course this power does not apply to droids.  Master: (Requires Command 6) You have one or more Padawan Learners under your service. These young

 Jedi are still in their formative stages.

  Grand Master: (Requires Master and Command 10) You may have a maximum of three fully trained JediKnights in your service, though their service is costly they are much better allies than mere soldiers ordroids.

  Inspiring Meditation: This variation of Battle Meditation is not as powerful as true Battle Meditation, but itgreatly increases the courage of the men and women under your command in battle allowing them to hold

 when they might have retreated instead.

  Army General: The sith has extensive knowledge in the command of ground forces in a more thancompetent manner using his abilities to direct his men to the best disposition needed. Hopefully.

  Navy Admiral: The Sith has extensive skills as a Naval Admiral commanding his ship, or ships, into combat

 with relatively high levels of competence and skill leading forces he’s in direct command of to performbetter at their roles.

  Each has a Place: You know the place of your men on a battlefield intimately. Your men won’t findthemselves in a poor tactical position due to any actions on your part. Of course there is no accounting for

 what the enemy does.

  Tactical Retreat: Unlike evil you do not consider your men to be mere pawns in a game of war. You valuetheir lives and regroup and see to the healing of your men and women.

  Mandalorian Troops: You have managed to sign on a limited number of Mandalorians from the morehonourable clans to your cause, these men are followers of the old ways just without the hatred of Jedi.

  Kiffu Guardians: These skilled law enforcers are good men with consciences only loyal lawmen possess,skilled with blasters and stun batons they are often the better choice for when all other might lead to

needless deaths.

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  Barabels: These powerful reptilian aliens hold the Jedi in high esteem and though they often seem barbaricand violent they make powerful allies and will accept the judgement of the Jedi in any situation.

  Wookies: The Wookies are powerful and tall aliens covered in a thick fur, renowned for being arm-socketpulling sore losers they make loyal allies and not half bad mechanics too.

  Trianii Rangers: The elite law enforcement force of the Trianii race, drawn from the best their race has tooffer to protect their homeworld against pirates and other hostile races and factions that would attack theirhomeworld. Lately their homeworld has also faced various Sith attacks and in the hopes to keep theirhomeworld secure a few of these Rangers have been allowed to join the Jedi to actively fight against the Sith

and no longer remain on the defensive.  Verpine Engineers: Amongst some of the finest, if erratic, engineers in known space. These guys are among

the best at what they do, and what they do is keep your ship operating in as good a condition as youbought it, or better.

  Singing Mountain Clan Witches: The Singing Mountain Clan was a Dathomiri Witch clan village locatednear the Singing Mountain on Dathomir and a bitter rival of the Nightsister clan. Its leader was AugwynneDjo. Gethzerion used to be part of this clan before she was exiled.

  Kaminoan Clonetroopers: (Requires Command 4) You have managed to convince the Kaminoans, andRepublic, to part with some Clones into your service giving you some dependable and loyal troops.

  Clone Commandos: (Requires Kaminoan Clonetroopers and Command 6) The Clone Commandos have ahigher level of training than basic Clonetroopers but come with a justifiable cost increase due to it.

  Highly Trained Crew: (Requires Command 5) The crew of your starship has been highly trained in thenuances of your specific ship and its operations. This leaves them better able to deal with situations in thebest manner possible.

  Highly Trained Troops: (Requires Command 5)Your troops are trained by you to a slightly higher level thanis normal for your men and women allowing them to be more effective on the battlefield than average.

  Elite Pilots: (Requires Command 5) The pilots of your shuttles, bombers and starfighters are no slouchesand indeed are better than your average pilot, a few may even be aces already!

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 WEALTH

A just man without coin is just as powerless as a man who simply lacks coin. But a good man is not without thefaithful. And the faithful will not stand by while they’re heroes beg for coin that will never help them help others.And so the faithful donate to the just and the just in turn protect the faithful.1 point in Wealth = 1 Trait choice.

  Personal Armour: You equip your troops with personal armour. (Does not apply to droids)

  Excellent Armour: You don’t settle for simple armour you have some of the finest armour out there for yourtroops. Some few suits may even have personal shields built in. (Requires Personal Armour)

  High Quality Blasters: Higher powered blasters with high firepower and rates of fire than your average stockblaster rifles.

  Special Weapons: Your troops don’t just tote average weapons. They have access to some special ones, likethe FA-3 Flechette Launcher, or the Bowcaster and many others.

  Heavy Weapons: Some of your men are equipped with heavier weapons than average. Such as the PLEXmissile Launcher or the Z-6 Rotary Blaster Cannon.

  Droids: You utilise Droids in many of your functions, from Astromechs to Medical Droids and ProtocolDroids.

  Light Battle Droids: You utilise the weaker Battle Droids like the B-1 series droids, so long as they can hold ablaster they’re good enough. 

  Heavy Battle Droid: (Requires Wealth 3) You aren’t settling for the weaker cousins, instead you preferheavier and deadlier droids like the B-2 Super Battle Droid or the Droideka. Of course they’re not as cheap.

  Rare Specialist Droid: (Requires Wealth 5) You need good Droids as bodyguards, espionage, or even probedroids. And their high-priced services only come through here. Things like the IG-100 Magnaguard forexample.

  Poor Resources: You don’t have very much by the way of space-born resources and as such have only 360points to spend on ships.

  Decent Resources: You can call on decent resources with which to project your power and have 400 pointsto spend on your ships (Requires Poor Resources, Points do not stack.)

  Good Resources: You have good resources that you’ve poured into your ships and so can spend up to 600points. (Requires Decent Resources, Points do not stack.)

  Great Resources: You have poured a lot of resources into your ships leaving them as quite capable andpowerful vessels. As such you have 760 points to spend on them. (Requires Great Resources, Points do notStack)

  Legendary Resources: You have vast reserves of resources to play with and have used them to great effectpreparing your forces and as such have 920 points to spend. (Requires Great Resources, Points do notstack.)

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  Planetary Base: You have a planet-based facility that may have up to 100 ship points worth of extras, howeverif you take this you must spend ship point on a Repulsor Lift Landing System for your ships.

  Orbital Base: You have an orbital space station hidden somewhere, either in orbit over a planet nobody livesin, or perhaps in an asteroid field, in any case it is your home when you’re not away from home. It is yourfirst stop when it comes to servicing your ship. It may have 200 ship points worth of extras. (Cost: 2 TraitPoints)

  Banking Clan Interest: You have a tidy account with the Banking Clan and can live comfortably off of theinterest generated or at least let you bring your affairs into a more comfortable balance.

  A private investment: You have spent some of your resources on a planetary or orbital holding to try andearn yourself some money on the side. As such you may, with the GM, select one Holding worth up to 100SP from the holdings list subject to possible caveats and restrictions. The main being that it startscompletely unmodified.

  Smart Budgeting: You do not squander your riches, instead you haggle for the lowest prices, shop around,and get the lowest price for the best goods available, no matter if you’re buying food or Starships.

  Wealthy Parentage: You have good connections with your family and their deep pockets. As such when thepennies need to be pinched you might find yourself with a longer leash than someone with a tighter budget.

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INFLUENCE

 While an army of the Just awaits the faithful toil. They fight to bring information, allies, tools and other things of useto the Guardians of Good for whom they serve.1 point in Influence = 1 Trait choice.

  Beacon of Hope: The people look up to you, some worship you as a hero, and the talk of the town is that you are going to save the world. So you can often find a free bed for the night should you need it and a

 warm meal, along with any tales that your hosts might have picked up that could contain useful information.  Falleen or Zeltronian Aides: Damn. They look good. REAL good, one may even go so far as to call them

‘drop-dead sexy awesome’. Procuring information from the opposite sex has never been easier, or the samesex in some cases for that matter.

  Call to Arms: When the time comes, and you need reinforcements on the line NOW, you are famous enoughthat you can rush to the nearest village or city and call the people to arms so that they can defendthemselves against the Sith, and if there is an actual militia there, they will gladly join the fight under you.

  Bothan Spies: The Bothans are fabulous spies. And you just happen to have a couple on the payroll, nowisn’t that handy.

  Smugglers: You are not popular everywhere in the galaxy, and something things you might need othersmight say is somewhat... illegal... these men and women are always willing to do you a favour for credits andtry and get it to you.

  Kindness Counts: Loyalty, bravery, and a general duty to the people make it so that they are more willing toopen up to you, if you do them a small favour first usually.

  Policing Power: The police hear all sorts of things. And they will tell them to you if you’re able to insinuate yourself into the legal system, or are friends with a detective or something.

  Hutt Contact: Sometimes you have to deal with those who you’d really rather not be forced to deal with, butthankfully you just happen to have connections with the Hutts, so if you have to do so you can cut throughall that blood-red tape.

  Free All Slaves: You hate slavery. With the burning passion of a thousand suns. So you free them everychance you get, and its amazing what they overhear their masters talking about, and what they are willing toshare with their saviours… However be careful that you don’t incur the wrath of a nation that absolutelyrelies on slavery to run, otherwise you’ll be declared a vagabond. (basically don’t go overboard with the slave

freeing.)  Decree This : You have the power of the press! By getting local newshounds a good story, they in turn tell

 you news that might not be in the papers… journalism can lead to lots of exposed secrets and adventures.

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  Getting Your Own Hands Dirty: The commoners are usually… smelly. But the thing is, they are common. Thelaw of averages stated one of them has to know something about whatever it is you’re looking for. You justhave to find them… which gets us to the dirty part.

  Explorers: Those that travel far in search of adventure often find it, and along with it comes valuableinformation and connections to the unknown places, its always good to have one of these intrepid souls on-call in case you decide to do a little adventuring yourself.

  Relative in Power: One of your relatives just happens to be influential with the Senate giving you both a willing ear, and as a source of valued information that may not be otherwise easily found.

  Bartender: These men learn just about anything, and for a few gold are more than willing to tell anythingthey’ve heard or learned.

  Trade Routes: Going up and down a trade route is one of your favourite tactics for gathering informationfrom traders. It has the added benefit of getting you well known, for your name gets out there and traderstalk about seeing you once they get to market. Remember, there is no such thing as bad PR.

  One Up: You have a tendency to try and ‘one up’ people, making you very popular because you are seen as‘the best’ at things. Course, this can annoy the person you’re one-upping, but hey, the more famous you are,the more willing people are going to be to give you information.

  Chancellor: There are some in power who feel the need to call on you for advice about important mattersbecause apparently you know everything and are blessed by the force. Go figure. (Requires Influence 10)

  Always Rewarded: Whenever someone gives you a tidbit of advice or information that you find useful, youdon’t just pat them on the head and say ‘thanks,’ you give them a shiny coin. Or more, if the info is actuallycritical. This loosens peoples tongues a lot if they think that riches await them and are only a few wordsaway… (Requires 5 in Wealth)

  Nice Guys Finish Last: “What?” you may ask. “Why is this a good thing?” Well, by taking your time andpreparing all this information your gathering and turning it into a refined strategy, you are the last on thescene because you took so long. And you have all the necessary resources to get what you need, and all thenecessary manpower, and all the necessary equipment, and all the necessary knowledge… be prepared.

  Loremasters: These men are scarce, and even when on the payroll hard to find. But when they show up youcan guarantee their information is worth the expenditure.

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DIVINE DESTINY: DEDICATIONA true man of the gods is dedicated to his cause with unswerving loyalty.1 point in Dedication = 1 Trait choice.

  Too Wise To Fool: You are a wise man(or woman) with decades of experience, and this means thatconvoluted plans that try to deceive you are clear as day to you and as such you see the underlying truthclearly.

  Determinator: Getting the job done is the most important thing to you, and you stay focused on it until

completion without wavering. Of course, this means that you usually have a one-track mind.  A Father To His Men: You treat your subordinates with respect and kindness, and they would follow you to

their deaths if need be, for you command their utmost loyalty. (Requires Command 8)

  Not One Step Back : ‘Retreat,’ probably isn’t even in your vocabulary. (Requires Dedication 10)(Cannot take with the ‘Tactical Retreat’ Command Trait) 

  Dreaded by Evil: As your presence becomes known, wherever there are evil forces, they will start to quake intheir boots at the thought of meeting you face to face.

  Incorruptible: Your mind is trained and shielded against mental intrusion as part of your training, but youhave taught your best soldiers the knack of it in order to protect themselves against mind attacks like MindTrick.

  Droid Killer: (Requires; Droids) You train and practice against droids fairly frequently and have learned howbest to kill them from finding their weak spots to applying the right pressure to burst their joints.

  Adventure Time : You are always on the hint for a new quest, always looking forward towards your goal, andnever wondering about whether what you’re doing is dangerous or not. This attitude is infectious, andspreads to your subordinates.

  Legacy Builder: You are concerned about what people will say about you in the future, so you plan far aheadand stick to that plan as much as possible, making yourself look good in every light, and if something goes

 wrong with your plan, you always strive to fix the problem before it becomes irreparable.

  Hero Worship: You inspire this in the younger men in the army, and they will follow your every command just to earn a ‘thanks’ from you. Even some of the older veterans deeply respect you.

  Raised Eyebrow: Anyone questioning your plan of action gets one of these. They almost always back downafter that.

  THIS. IS. SPARTA : Along with a tendency to emphasize every word you say, your reputation of being so

badass it hurts goes ahead of you, people who don’t even know your name know what you said. When youmarch forward, your speeches bring the public to their knees, and evil usually ends up at the bottom of apit. (Requires 5 Influence, can only have a maximum Force Powers of 3)

  Customs Scissors: Customs are such a hassle. As long as you think you can either outrun or fight off theborder patrol, you have no problems going on ahead and cutting the customs red tape on your quests, afterall, your working for the greater good, nationality has nothing to do with it. Right?

  Youngling Creche: You’re dedicated to restoring the Jedi Order and as such have taken in a number of younglings to train in the way of the Jedi Order, they will not be much use for many years to come, but they will be constant reminders of why you do what you do, and for whom.

  Speedy Operations: Getting things done fast is the name of the game. You may cut a few corners, but geeze,anything you set your mind to has a way of getting done really fast, weather its your extreme focus or highenergy that is fuelling this fast operation.

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  There’s Something bout The Good Side…: Your so charismatic that you sometimes inspire weak willed evilguys to turn on their masters and join your side. Course, their loyalty will always be in question, and if theenemy is watching them at the time, they either won’t do it or won’t survive long enough for their betrayalto matter.

  Righteous Power: Evil is usually fighting only for itself, and is inherently self destructive eventually. Whereasgood has the benefit of being wholly constructive in nature. If you are defending something innocent, then

 you are under the influence of Righteous Power, and you and your men will fight twice as hard to defend what is pure in the world, no matter the cost. If you succeed, then the thing you were just defending will no

doubt become a major part of things to come. (Requires Dedication 8)  Ingenuous: Clever ideas spring up from seemingly nowhere, and you learn from your mistakes much faster

then others, you never make the same one twice. (Requires Force Powers 5)

  Karma Coordinator: When karma needs to hit evil in the face, you are the one that provides the fist to do it with. Making sure that punishment equals the crime committed is one of the best things that you are goodat. Those rapists better say their prayers…

  Crazy Prepared: Some might question what sort of deranged mind might bring an Umbrella to aMustafarian Barbeque. But you don’t believe there is anything worse than not being prepared for everyeventuality.

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STARSHIP:

Starships are how you are supposed to get around and do that Jedi stuff you Jedi do. Without a Starship you may as well not be here.NOTE: A Jedi MUST have a Starship.

All Sith have a ship of the Frigate or Cruiser Class, however these vessels are customised and unlikely to match anyexisting designs in anything except perhaps looks. The size of your vessel is determined by the points spent on it.

Shit Ship: 500 Metres (99 Points or less)Poor Ship: 600 Metres (100 Points or more)Decent Ship: 700 Metres (250 Points or more)Good Ship: 800 Metres (400 Points or more)Great Ship: 900 Metres (550 Points or more)Legendary Ship: 1000 Metres (700 Points or more)

Depending on your wealth trait for it you have a number of points to spend on your ship, or ships, you can spend your points on a single good ship, or divide them between a number of ships but be aware, you can only have amaximum number of 4, and doing so will require you to hire enough Lieutenants (or Apprentices/Sith if you havethe traits) to command them. Also you must designate 1 ship as the Flagship.

Poor Resources: 360 PointsDecent Resources: 400 PointsGood Resources: 600 PointsGreat Resources: 760 PointsLegendary Resources: 920 Points

Extra components come into several types.

General Ship Upgrades: Upgraded shields, armour, engines etc all come under this heading.Armament Upgrades: Any upgrade to the ships weaponry goes here.

Specialised Upgrades: These are very specialised, from cloaking devices to hangar bays and troop bays maybe included here.Fighter/Bombers/Shuttles: This is for any Fighters, Bombers or Shuttles your ship may have. Don’t forget itsHangar Space!

 Your ships MUST have the following equipment.

1 Ion Engine, 1 Shield Generator, Basic Hyperdrive, 1 Hangar (of your choice) and 1 Barracks (of your choice.) Thetotal cost is thus 20 points + the cost of Hangar and Barracks.

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BUILDING YOU SHIP.

https://docs.google.com/spreadsheet/ccc?key=0AkqYweu36eUHdG9sZFotZE9tZjl4THBZUjcyNl9pVkE&usp=drive_web#gid=5

Building your ship requires consulting the link above. You’ll notice a tab at the bottom saying “Capital Ship Parts” This is thedocument you need to reference for building your ship. You do NOT need to refer to the Hull and Essentials. For new playerships the hull is always considered legendary.

From here you select your

General Components.: Mostly basic components, engines, shields, armour, hyperdrive etc.

Armaments: Gungungungungungun So much gun.

Specialised Upgrades: Hangars, Vehicle Bays, Barracks, and so on.

Special Rooms: Mostly “flavour” pieces, but not all. 

Rules:

 You must have the required equipment from the last page. A ship without them will not be accepted.

 You may not select any equipment worth 100SP or more under any circumstances.

Keep some points to get fighter/bomber/shuttles etc. The rules for that follow.

 While you are generally free to make your ship as you please, blatant min-maxing will get you slapped. (Eg: Buying theabsolute minimum 1 engine, 1 hyperdrive, 1 small hangar, 1 tiny barracks and then dividing what you have left betweenshields and weapons will be stamped on with the fist of god.)  

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Fighters Bombers Shuttles Upgrades

Fighters, bombers, shuttles, dropships, drop-pods, all play their part, the first two for attack and defence, the last three forgetting your men to where they need to be. A ship without any shuttles is going to be awfully dependent on the generosity ofothers to do pretty much anything.

Small Ships: Small ships are the shuttles, dropships and drop-pods. The rules for designing your small ships are foundthere. Note that you are not paying the prototype cost but the production cost. Do note, that the cost is divided by 4for a single craft. If you pay the full cost you get 4 craft instead.

The rules are on the “Small Ship Parts” tab of the document linked above. 

NOTE: Jedi cannot purchase or build Oldship craft.NOTE: Please. Be aware of your hangar limitations.

Strike Craft: Your fighters, interceptors and bombers. They are powerful little craft that can represent a serious threatto an unwary captain. But be aware that you are still limited by your hangar space. Note you’re not paying for theprototyping costs. Only the production costs. So you half the SP cost, then round up for the true value of thesquadrons.

The rules are on the “Strike Craft Parts” tab of the document linked above. 

NOTE: You may buy a single craft from there for 1 point as a personal craft of the main character.NOTE: Please. Be aware of your hangar limitations.

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ARMIES:

A Jedi or Sith will typically have a small army of men and women (and often droids) who serve their cause in onecapacity or another. One cannot forget the military capacity. Ones wealth for their army is determined by both their

 Wealth and Command attributes.

One puts together both values and times it by 400, but only to a max of 4’000. (As such, if one of the stats ismaxed out that’s as good as it gets.) This represents your hiring/purchasing power. Below is the values of  your

forces you can purchase.Note, except for vehicles and the Lieutenant, Padawan and Jedi Knights all units are in numbers of 10 unless specifiedotherwise..MAJOR NOTE: Do NOT forget the limits of your Barracks and Vehicle Bays! (Or Dropships for that matter)

Lieutenant: 80 Points Each (Maximum 4)Padawan Learner: 150 Points Each. (Maximum 4) (Requires Master Trait)Jedi Knight: 600 Points Each (Maximum 3) (Requires Grand Master Trait)

INFANTRY:

Security Troopers: 10 Points.

Mandalorian Assault Squad: 150 Points (Requires Mandalorian Troops trait.)Mandalorian Commandos: 320 Points (Requires Mandalorian Troops trait.)Mandalorian Heavy Weapons Team: 135 Points (Requires Mandalorian Troops and Heavy Weapons traits)

Kiffu Guardian Shock Troopers: 150 Points (Requires Kiffu Guardians trait)Kiffu Guardian Support Team: 160 Points (Requires Kiffu Guardians and Special Weapons traits)

Wookie Warriors: 120 Points (Requires Wookies trait)Wookie Combat Engineers: 150 Points (Requires Wookies trait)

Trianii Rangers (Snipers): 150 Points (Requires Trainii Rangers and Special Weapons traits)Tranii Saboteur Commandos: 260 Points (Requires Trainii Rangers trait)

Barabel Hunters: 70 Points (Requires Barabels trait)Barabel Trackers: 100 Points (Requires Barabels and Special Weapons traits)

Singing Mountain Dathomir Witches: 210 Points (Max 4 Squads)Singing Mountain Witch on Rancor: 285 Points (Max 4)

Both require the Singing Mountain Clan Witches trait

Clonetrooper Squad: 100 Points (Requires Kaminoan Clonetroopers trait)Clonetrooper Heavy Weapons: 110 Points (Requires Kaminoan Clonetroopers and heavy

 weapons trait.)

Clone Commando Squad: 540 Points (Requires Clone Commandos trait)

Light Battle Droid Squad: 10 Points (Requires Light Battle Droids trait)Heavy Battle Droid Squad: 50 Points (Requires Heavy Battle Droids trait)Rare Specialist Droid: 220 Points (For 5) (Requires Rare Specialist Droid trait)

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VEHICLES 

For making any vehicles you might have consult the “Ground Vehicles” tab of the document you’ve been linked

to before some pages above. Those are the rules for creating the ground vehicles for use.

Do note: During the character creation stage you may not convert points from your ships, stations or other

sources into army points to make more vehicles.

Thankyou.