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JEDI

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 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 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 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 with impunity. 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 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-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 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) returning to the hand of the caster. Variations in the skill of users meant that some could hurl their lightsabers great distances, 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 dont think I need say more on this one. Double Bladed Sabre Proficiency: Also referred to as saberstaffs and Sith lightsabers, double-bladed lightsabers 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.)

Guard Shoto Proficiency: A variation on the standard short shoto lightsabers, guard shotos featured an elongated hilt with a secondary handle built angling 90 degrees out from the main hilt. They were built to be carried by the second handle, with the blade parallel to the forearm, allowing the weapon to be easily used for blocks. Due to the defensive nature of the weapon, it was recommended that the casing be machined 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 a lengthened handle that provided the duelist with more surface area to place his hands, and providing more leverage 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 long handles, up to two meters long, with a somewhat shorter and thicker lightsaber blade. The handle was machined from phrik alloy to prevent it from being cut in two, as the purpose of the weapon was to provide increased 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 the head of a cane. In combat, the handle would be detached from the body of the cane and wielded normally. 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 paired lightsabers. 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 paired function to surprise enemies in combat, wielding it as a saberstaff before separating the weapons. You are proficient 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 was several meters in length and flexible. Most lightwhips were produced by emitters extended from the hilt. The energy field was then created around the solid emitters. Wielded in a whip-like manner, they were used to attack opponents at a range and provide an element of unpredictability in combat. However, they were significantly weaker than standard lightsabers, and their blades were ineffective defensively. You are proficient with this weapon. Blaster Proficiency: A blaster (also addressed as a gun) is a ranged weapon that fires bursts of particle beam energy 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 paralyze their target, depending on their setting. Piloting Proficiency: Youre a skilled pilot, whether of starfighters, capital ships, or even just speeders and speeder bikes. Elite Pilot: (Requires: 3 Piloting) You arent just a good pilot. Youre among the best. And it shows very easily. (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 youve 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 someone cutting 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 youre trained to use of personal armour on the battlefield without interfering with your force abilities unreasonably.

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 the gods, 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 an opponent into the air, spin them around, and leave them incapable of moving out of it. This allowed the Jedi to attack without resistance. Force Repulse: An extremely powerful telekinetic Force power, similar in function to Force Push, and perhaps even more Force Blow, but on a far larger scale, akin to that of Force Wave, Force Repulse is known to gather loose objects, even Humans, and let out a powerful blow. The user would concentrate in the Force and violently push it outwards, creating rapidly-expanding kinetic ripples in space, flinging nearby objects away at high velocity. Droid Disable: This is a Force power developed during the Old Sith Wars that allowed a Jedi to overload and damage electronic systems, such as droids. Master Arca Jeth discovered the technique during the Great Droid 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 willpower and is quite unable to kill. Force Healing: Force healing, Force heal, or Cure was a power that used the Force to accelerate the natural healing process rapidly. Force Protection: While taught to all Jedi during the days of the Galactic Republic, it was a rare feat to be capable 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 greater defensive abilities to the user. Force Absorb: (Requires Force Defend) This power is as powerful a defence as a Jedi can get and is significantly 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 to disable an enemy long enough to flee from or apprehend them. To use the power, the Jedi would use the Force 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 deaden the 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 higherlevel Jedi Knights and Masters, this power allowed the Force-user to put multiple enemies into brief, nonharmful catatonic states at one time, allowing for quick escapes or to avoid protracted confrontations against seemingly 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 even affect the manner in which it grows. In battle, the ability to control a plant's growth could be used to cause plants to grow with incredible speed directly under the user's control, causing plant life to grow and twist around opponents, ensnaring anyone who wasn't quick enough to avoid it.

Revitalise: Revitalize was a light side Force technique that revitalized an exhausted, wounded or, unconscious user, or whoever the user directed it at. Being a Force-based power, it did not work on non-organics such as droids. Psychometry: Psychometry or telemetry was a Force power that was a mental technique of picking up impressions and traces of information about the object touched and the events that have surrounded it. This power allowed the user to view events as if they were there, including the sights, sounds, and feelings, both emotional and physical, that the wielder of the object experienced. This power was easier to use on personal objects that were used frequently. Force Valor: Force Valor was a light side Force power that increased the resolve, accuracy, and speed of one's self and one's allies. Tapping into the Force, a Jedi could increase the rate at which one's capacities functioned, allowing the body to move more quickly, strike more powerfully, and fight with improved accuracy. Hibernation Trance: Hibernation trance, healing trance, Jedi hibernation, Force trance, or recovery trance was a control-based ability that would allow Force-users to go into a very deep hibernation state. This slowed the user's metabolism and breathing to a standstill, causing the individual to only use one tenth of the air of a normal individual. A fully trained Force-user could stay in this state for up to one week in a dry climate or one month in a wet climate before dying from lack of water. Healing Trance: (Requires Hibernation Trance) This modifies the Hibernation trance to provide a healing effect 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 could push multiple opponents at once. It was very useful in tight, cramped quarters when the Force user needed room 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 powerful Force user. If used to a high degree, it could crush an opponent's bones or organs.

COMMAND The power of faith is a strong power. But it is nothing without the support of righteous men and other beings of the world. A man of faith can stand before an army and martyr himself. A man of faith supported by an army of the faithful 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 Jedi Knights in your service, though their service is costly they are much better allies than mere soldiers or droids. Inspiring Meditation: This variation of Battle Meditation is not as powerful as true Battle Meditation, but it greatly 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 than competent 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 hes in direct command of to perform better at their roles. Each has a Place: You know the place of your men on a battlefield intimately. Your men wont find themselves 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 value their 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 more honourable 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.

Barabels: These powerful reptilian aliens hold the Jedi in high esteem and though they often seem barbaric and 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-socket pulling 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 to offer to protect their homeworld against pirates and other hostile races and factions that would attack their homeworld. Lately their homeworld has also faced various Sith attacks and in the hopes to keep their homeworld 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 you bought it, or better. Singing Mountain Clan Witches: The Singing Mountain Clan was a Dathomiri Witch clan village located near the Singing Mountain on Dathomir and a bitter rival of the Nightsister clan. Its leader was Augwynne Djo. Gethzerion used to be part of this clan before she was exiled. Kaminoan Clonetroopers: (Requires Command 4) You have managed to convince the Kaminoans, and Republic, 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 a higher 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 the nuances of your specific ship and its operations. This leaves them better able to deal with situations in the best manner possible. Highly Trained Troops: (Requires Command 5)Your troops are trained by you to a slightly higher level than is 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 slouches and indeed are better than your average pilot, a few may even be aces already!

WEALTH A just man without coin is just as powerless as a man who simply lacks coin. But a good man is not without the faithful. And the faithful will not stand by while theyre 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 dont settle for simple armour you have some of the finest armour out there for your troops. 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 stock blaster rifles. Special Weapons: Your troops dont just tote average weapons. They have access to some special ones, like the 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 PLEX missile Launcher or the Z-6 Rotary Blaster Cannon. Droids: You utilise Droids in many of your functions, from Astromechs to Medical Droids and Protocol Droids. Light Battle Droids: You utilise the weaker Battle Droids like the B-1 series droids, so long as they can hold a blaster theyre good enough. Heavy Battle Droid: (Requires Wealth 3) You arent settling for the weaker cousins, instead you prefer heavier and deadlier droids like the B-2 Super Battle Droid or the Droideka. Of course theyre not as cheap. Rare Specialist Droid: (Requires Wealth 5) You need good Droids as bodyguards, espionage, or even probe droids. And their high-priced services only come through here. Things like the IG-100 Magnaguard for example. Poor Resources: You dont have very much by the way of space-born resources and as such have only 360 points to spend on ships. Decent Resources: You can call on decent resources with which to project your power and have 400 points to spend on your ships (Requires Poor Resources, Points do not stack.) Good Resources: You have good resources that youve poured into your ships and so can spend up to 600 points. (Requires Decent Resources, Points do not stack.) Great Resources: You have poured a lot of resources into your ships leaving them as quite capable and powerful vessels. As such you have 760 points to spend on them. (Requires Great Resources, Points do not Stack) Legendary Resources: You have vast reserves of resources to play with and have used them to great effect preparing your forces and as such have 920 points to spend. (Requires Great Resources, Points do not stack.)

Planetary Base: You have a planet-based facility that may have up to 100 ship points worth of extras, however if 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 lives in, or perhaps in an asteroid field, in any case it is your home when youre not away from home. It is y our first stop when it comes to servicing your ship. It may have 200 ship points worth of extras. (Cost: 2 Trait Points) Banking Clan Interest: You have a tidy account with the Banking Clan and can live comfortably off of the interest 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 and earn yourself some money on the side. As such you may, with the GM, select one Holding worth up to 100 SP from the holdings list subject to possible caveats and restrictions. The main being that it starts completely 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 youre buying food or Starships. Wealthy Parentage: You have good connections with your family and their deep pockets. As such when the pennies need to be pinched you might find yourself with a longer leash than someone with a tighter budget.

INFLUENCE While an army of the Just awaits the faithful toil. They fight to bring information, allies, tools and other things of use to 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 same sex in some cases for that matter. Call to Arms: When the time comes, and you need reinforcements on the line NOW, you are famous enough that you can rush to the nearest village or city and call the people to arms so that they can defend themselves 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, now isnt that handy. Smugglers: You are not popular everywhere in the galaxy, and something things you might need others might say is somewhat... illegal... these men and women are always willing to do you a favour for credits and try and get it to you. Kindness Counts: Loyalty, bravery, and a general duty to the people make it so that they are more willing to open 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 youre 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 youd really rather not be forced to deal with, but thankfully you just happen to have connections with the Hutts, so if you have to do so you can cut through all that blood-red tape. Free All Slaves: You hate slavery. With the burning passion of a thousand suns. So you free them every chance you get, and its amazing what they overhear their masters talking about, and what they are willing to share with their saviours However be careful that you dont incur the wrath of a nation that absolutely relies on slavery to run, otherwise youll be declared a vagabond. (basically dont 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.

Getting Your Own Hands Dirty: The commoners are usually smelly. But the thing is, they are common. The law of averages stated one of them has to know something about whatever it is youre looking for. You just have 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 valuable information and connections to the unknown places, its always good to have one of these intrepid souls oncall 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 anything theyve heard or learned. Trade Routes: Going up and down a trade route is one of your favourite tactics for gathering information from traders. It has the added benefit of getting you well known, for your name gets out there and traders talk 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 youre 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 matters because 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, you dont just pat them on the head and say thanks, you give them a shiny coin. Or more, if the info is actually critical. This loosens peoples tongues a lot if they think that riches await them and are only a few words away (Requires 5 in Wealth) Nice Guys Finish Last: What? you may ask. Why is this a good thing? Well, by taking your time and preparing all this information your gathering and turning it into a refined strategy, you are the last on the scene because you took so long. And you have all the necessary resources to get what you need, and all the necessary 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 you can guarantee their information is worth the expenditure.

DIVINE DESTINY: DEDICATION A 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 that convoluted plans that try to deceive you are clear as day to you and as such you see the underlying truth clearly. 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 isnt 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 in their 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 you have taught your best soldiers the knack of it in order to protect themselves against mind attacks like Mind Trick. Droid Killer: (Requires; Droids) You train and practice against droids fairly frequently and have learned how best 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, and never wondering about whether what youre doing is dangerous or not. This attitude is infectious, and spreads to your subordinates. Legacy Builder: You are concerned about what people will say about you in the future, so you plan far ahead and 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 down after 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 dont even know your name know what you said. When you march forward, your speeches bring the public to their knees, and evil usually ends up at the bottom of a pit. (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 the border patrol, you have no problems going on ahead and cutting the customs red tape on your quests, after all, your working for the greater good, nationality has nothing to do with it. Right? Youngling Creche: Youre 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 high energy that is fuelling this fast operation.

Theres Something About The Good Side: Your so charismatic that you sometimes inspire weak willed evil guys to turn on their masters and join your side. Course, their loyalty will always be in question, and if the enemy is watching them at the time, they either wont do it or wont survive long enough for their betrayal to matter. Righteous Power: Evil is usually fighting only for itself, and is inherently self destructive eventually. Whereas good 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 good at. Those rapists better say their prayers Crazy Prepared: Some might question what sort of deranged mind might bring an Umbrella to a Mustafarian Barbeque. But you dont believe there is anything worse than not being prepared for every eventuality.

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 any existing designs in anything except perhaps looks. The size of your vessel is determined by the points spent on it. Shit Ship: 500 Metres Poor Ship: 600 Metres Decent Ship: 700 Metres Good Ship: 800 Metres Great Ship: 900 Metres Legendary Ship: 1000 Metres (99 Points or less) (100 Points or more) (250 Points or more) (400 Points or more) (550 Points or more) (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 a maximum number of 4, and doing so will require you to hire enough Lieutenants (or Apprentices/Sith if you have the traits) to command them. Also you must designate 1 ship as the Flagship. Poor Resources: Decent Resources: Good Resources: Great Resources: Legendary Resources: 360 Points 400 Points 600 Points 760 Points 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 may be included here. Fighter/Bombers/Shuttles: This is for any Fighters, Bombers or Shuttles your ship may have. Dont forget its Hangar 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.) The total cost is thus 20 points + the cost of Hangar and Barracks.

BUILDING YOU SHIP.

https://docs.google.com/spreadsheet/ccc?key=0AkqYweu36eUHdG9sZFotZE9tZjl4THBZUjcyNl9pVkE&usp=drive_web#gid=5 Building your ship requires consulting the link above. Youll notice a tab at the bottom saying Capital Ship Parts This is the document you need to reference for building your ship. You do NOT need to refer to the Hull and Essentials. For new player ships 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 the absolute minimum 1 engine, 1 hyperdrive, 1 small hangar, 1 tiny barracks and then dividing what you have left between shields and weapons will be stamped on with the fist of god.)

Fighters Bombers Shuttles Upgrades


Fighters, bombers, shuttles, dropships, drop-pods, all play their part, the first two for attack and defence, the last three for getting your men to where they need to be. A ship without any shuttles is going to be awfully dependent on the generosity of others to do pretty much anything. Small Ships: Small ships are the shuttles, dropships and drop-pods. The rules for designing your small ships are found there. Note that you are not paying the prototype cost but the production cost. Do note, that the cost is divided by 4 for 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 threat to an unwary captain. But be aware that you are still limited by your hangar space. Note youre not paying for the prototyping costs. Only the production costs. So you half the SP cost, then round up for the true value of the squadrons. 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.

ARMIES: A Jedi or Sith will typically have a small army of men and women (and often droids) who serve their cause in one capacity 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 4000. (As such, if one of the stats is maxed out thats 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 specified otherwise.. 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) Jedi Knight: 600 Points Each (Maximum 3) (Requires Master Trait) (Requires Grand Master Trait)
INFANTRY:

Security Troopers: 10 Points. Mandalorian Assault Squad: Mandalorian Commandos: Mandalorian Heavy Weapons Team: Kiffu Guardian Shock Troopers: Kiffu Guardian Support Team: Wookie Warriors: Wookie Combat Engineers: Trianii Rangers (Snipers): Tranii Saboteur Commandos: Barabel Hunters: Barabel Trackers: 150 Points (Requires Mandalorian Troops trait.) 320 Points (Requires Mandalorian Troops trait.) 135 Points (Requires Mandalorian Troops and Heavy Weapons traits) 150 Points (Requires Kiffu Guardians trait) 160 Points (Requires Kiffu Guardians and Special Weapons traits) 120 Points (Requires Wookies trait) 150 Points (Requires Wookies trait) 150 Points (Requires Trainii Rangers and Special Weapons traits) 260 Points (Requires Trainii Rangers trait) 70 Points (Requires Barabels trait) 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: Clonetrooper Heavy Weapons: Clone Commando Squad: Light Battle Droid Squad: Heavy Battle Droid Squad: Rare Specialist Droid: 100 Points 110 Points 540 Points 10 Points 50 Points 220 Points (For 5) (Requires Kaminoan Clonetroopers trait) (Requires Kaminoan Clonetroopers and heavy weapons trait.) (Requires Clone Commandos trait) (Requires Light Battle Droids trait) (Requires Heavy Battle Droids trait) (Requires Rare Specialist Droid trait)

VEHICLES For making any vehicles you might have consult the Ground Vehicles tab of the document youve 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.

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