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A Guide to the Jedi Order


Locke_StarSpanker

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Note -- The following is for flavor and inspiration only, the roles are not enforced by the rules.

 

The Jedi Order, The Champions of Peace, consists of five ranks and (starting now) six official character classes,to be adopted somewhere between the beginning of Apprenticeship and the end of Knighthood. A second class may now be added to one's character, upon achieving Master Rank. The six classes are Jedi Guardian, Jedi Sentinel, Jedi Consular, Jedi Naturalist, Jedi Ace and Jedi Exorcist. Each entails a different set of skills and specializations, and formal adoption of the first one may be a requirement of achieving Jedi Master Rank.

 

The ranks of power remain the same. They are Jedi Hopeful, Jedi Apprentice, Jedi Knight, Jedi Master and Jedi Councilmen.

 

Table of Contents:

  • JediClasses
    • Jedi Guardian
      Jedi Sentinel
      Jedi Consular
      Jedi Naturalist
      Jedi Ace
      Jedi Exorcist

[*]Jedi Ranks

  • Jedi Hopeful
    Jedi Padawan
    Jedi Knight
    Jedi Master
    Jedi Councilmen

[*] The Light Arts

  • Lightsaber Combat
    Thaumaturgy
    Healing
    Symbiosis
    Retinue
    Mind trick
    Masquerade
    Battlemind
    Inspire
    Illusionry
    Shield
    Retribution
    Serenity
    Force of Nature
    Organic Equipment
    Nature Affinity
    Animal Kinship
    The Soul of the Machine
    Ace Pilot
    Technological affinity
    Exorcise
    Cleanse
    Consecrate
    Judgement

[*] On the council

[*]Other Notes

 

REVISION HISTORY:

8/21/2007 -- New Classes and Powers added!

New Mechanic: Dual Classing

New Classes

--Naturalist

--Ace

--Exorcist

New Powers

--Organic Equipment (Derived form Naturalism)

--Nature Affinity

--Animal Kinship

--The Soul of the Machine

--Ace Pilot

--Technological affinity

--Exorcise

--Cleanse

--Consecrate

--Judgement

Powers Updated

--Retinue

--Symbiosis

--Naturalism (Now Called 'Force of Nature')

Edited by Guest

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"Jedi do not fight for peace, that is a slogan and is misleading as slogans naturally are. Jedi fight for civilization as civilization creates peace."

-Mace Windu

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Jedi Classes:

 

The new classes are meant to reflect a persistent issue in building a Rounded Character that was experienced by the Jedi. The new classes, which involve some revamping of the old structure, are meant to fix this issue, while deepening the relationship of the Jedi with the Universe. The six classes represent the six different aspects of the universe, and a conscious effort to maintain harmony within them.

 

Jedi Guardian- This is the Knight Protector of the Jedi Order. The Guardian acts as the shield to protect the others in the order. They are the first into battle, and often do the dirty work. They wear the strongest armor, obtained themselves or crafted by a skilled Consular. They are to be considered extraordinarily durable, having developed methods with the force to survive in the most impossible conditions. Guardians have a tendency to be exceedingly hard to kill, having bodies like steel and determination to match. They can learn means of protecting themselves, to reflect the pain of a wound onto its cause, and to become a hand of the Unifying Force.

 

The Guardian seeks Harmony with the Body.

 

Jedi Sentinel-This is the diplomatic face of the Jedi Order. Sentinels are generally charismatic, negotiators for the Jedi. They are crafty, and though they prefer in peaceful conflict resolution they are more than prepared to end one by less peaceable means. He is tactical, quick, and elusive; dependant on the unexpected. Many of his skills have to do with robbing the enemy of his strengths, to make him an easier target to subdue. He will use Mind Tricks, Masquerade, Illusionry, and, at times, the Strength of others to complete their missions. The Sentinel is a mediator, and his mastery of the force is focused primarily on restriction of the enemy’s mind.

 

The Sentinel Seeks Harmony with the Mind.

 

Jedi Consular- The Consular is the heart of the Jedi Order. They hold the supporting roles, mending and providing for the greater part of the order. Their skills are usually visible to the eye, being able to use the force to achieve effects that would be otherwise impossible. They can do many things to aid their comrades, healing their wounds, unleashing their abilities via Symbiotic equipment, or harnessing the power of the light side itself. Consulars can specialize in several different fields, including Thaumaturgy, Healing, and Symbiosis.

 

The Consular seeks Harmony with the Light Side of the Force.

 

Jedi Naturalist- The life of the worlds we live in is the business of the Naturalist. Non-sentient beings are perfect in their minds, for they are the only beings that will create harmony of their own accord. And so it becomes the duty of the Naturalist Jedi to try to maintain this most delicate balance of nature, through a deep understanding and control of it. Reviving dead worlds, ravaged by war and urban destruction, is their endless duty. The Naturalist has many ways of harnessing Nature, from befriending animals, to manipulating plants, to creating entirely new species of plant to help protect the delicate Harmony.

 

The Naturalist, of course, seeks harmony with Nature.

 

Jedi Ace- Harnessing the power of science is the duty of the Jedi Ace. As the technology of the galaxy becomes ever more powerful, it became an obvious leap to learn to control it in ways that a forceless mind could not. The Ace is named for his exceptional Piloting skill, but is hardly limited to that application. The Ace has an incredible knack for machinery, being able to analyze it with the force and quickly decipher mechanics. They can imbue force into technology, allowing them considerable engineering skills that far surpasses and confounds any normal creation. Lastly, and most amazingly, they can find force signatures inside some Artificial Intelligences.

 

The Jedi Ace seeks Harmony with Machine.

 

Jedi Exorcist- The Exorcists are a group of Jedi made from necessity, for as the Sith grow in power--so must the Jedi learn to combat them. The exorcists are a select group of elites, whose order is scarcely known of. Their powers are great, but their uses are restricted to one purpose alone: The eradication of the Dark Side. To become an Exorcist, one must first take a Trial of Exorcism, a rigorous test that can only be given by an existing Exorcist--a means of keeping the dangerous hands only in those who would be fit to use them properly. In passing this trial, they earn the power to Exorcise the Dark Side, an ability that takes many forms.

 

The Exorcist seeks Harmony with the Dark Side of the Force.

Edited by Guest

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"Jedi do not fight for peace, that is a slogan and is misleading as slogans naturally are. Jedi fight for civilization as civilization creates peace."

-Mace Windu

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Jedi Ranks:

 

Jedi Hopeful- You possess little or no knowledge of the force, but by pledging yourself to the service society have become an initiate in the Jedi. The only thing that is expected of you is that you will remain good in your dealings and have seen the SW trilogy.

 

Jedi Padawan- As a Jedi Apprentice your first and primary obligation is to learn a strong foundation in force use and second to learn basic combat. Your teaching will come from a Knight, a Master, or an academy head, the variable being circumstance. You will learn:

 

Force Skills:(in approximately this order)

Jedi Meditation- Centering your mind to hear the will of the force, and being request its aid.

Force Sense- The ability to use the force to observe and analyze what's around you

Force Strength/Speed/Jump- all the abilities inclusive in using the force as a means to enhance your own body

Lesser Force Manipulation- the ability to call the force and manipulate objects without use of your physical form, including force push, force pull, and so on, to a small extent (rocks, a single person, so on...)

 

Combat Skills:

Lesser Lightsaber Combat- Upon the construction of your lightsaber, which should be (ideally) the mid point of your training, you must learn to use it in at least the most basic applications, like Form I, and be able to hold your own in a fight. Your primary focus will be on defending yourself with the lightsaber, as you are not likely to survive a real fight just yet.

 

As a culmination of this, you will be issued a trial. Passing said trial will lead you to the next rank. Failing will mean you have to cover some subject again.

 

Jedi Knight- As a Jedi Knight you are now open to the deeper secrets of the force. Your force sense becomes stronger, and your understanding of your basic skills grows as the force whispers how to better use them. From now on your training is from your self, the force, or from some kind of medium like a holocron or a scroll. The Focus of this rank is developing your Jedi as an individual. At this level you must select your character class, begin learning its relevant skills, and find your own way of doing things. Where you take your character from this point on will determine what skills you have, but there are some abilities that it is to be assumed that all Jedi will have available to them. To learn more about class specifics, go to the Character class section.

 

Force Skills:

Greater Force Manipulation- the ability to call the force and manipulate objects without use of your physical form, including force push, force pull, and so on, to a large extent (boulders, a groups of people, ships, and so on...)

[uLesser Healing:[/u] the ability to heal minor wounds with the force. (full healing abilities can be obtained if you are a Consular)

 

Combat Skills:

Moderate Lightsaber Combat- You can now learn more advanced techniques, and can be expected to hold your own against powerful lightsaber duelists. If you have any other lightsaber form you want to learn, learn it.

 

More free form than the Knight trial, becoming a master is done through a more spectacular display of your knowledge. This is going to be more class relevant, and should probably be given by somebody of the same class. Impressing your trial giver will lead you to Jedi Master Rank, failing him will lead you back to Knighthood. This may also require that you have completed the training of two apprentices.

 

Jedi Master- Having gained a good mastery of all the aspect of the force, you are free too experiment and work on a style of your very own. There are not many skills come with this rank, but they are all very powerful. This is the time to adopt a secondary Class, and the only point at which you can become an Exorcist.

 

Force Skills:

Force Healing- The Ability to restore one’s physical body through the force.

Battle Meditation

Combat Skills:

Master Lightsaber Combat- Your knowledge of lightsaber is near a practical peek, as you have mastered any styles you have cared to. Expanding on one or developing your own now becomes your primary concern, and your skill will only be matched by other masters.

 

The final measure of rank for a Jedi is to become a councilmen. This position is by appointment by the High Councilmen alone, though he/she may choose to councilmen in any manner.

 

Jedi Councilmen- You are a public representative of the Force’s will. Your duties are to advise the High Councilmen, help lead the body of the Jedi, and otherwise work on helping the Jedi achieve their goals for society. This rank is to be considered one of authority and honor, rather than of power.

Edited by Guest

Locke2A.png

"Jedi do not fight for peace, that is a slogan and is misleading as slogans naturally are. Jedi fight for civilization as civilization creates peace."

-Mace Windu

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The Light Arts:

 

Lightsaber Combat-- Ascertainable by all Classes -- The art of the sword, this is the Jedi’s symbol of power and authority. Expansive in form, the true mastery means using the lightsaber as a tool of defense and to pacify rather thank kill. Due to a Consular’s focus on the work mind, it will often take special equipment to even the odds.

 

Thaumaturgy -- Consulars Exclusive -- A broad term for the greater arts of the Light force, Thaumaturgy is the Jedi’s application of raw force power. It is meant to protect the greater good, and as such is used to provide nonviolent solutions to stop an enemy. Light Walls, Stasis Fields, Healing the Art of the Small are just some of the many arts the Thaumaturgist can learn. A powerful skill of the Thaumaturist is to stifle another force user as they attempt to use an ability, invading their mind and dulling their connection to the force as to stop the ability from succeeding.

 

Healing -- Restriction on all but Consulars -- Healing a wound can be done with bandages. What the Jedi do is well beyond science. From curing disease, to regenerating limbs, to recovering from paralysis, to that which cannot be measured, like restoring the clarity of the mad and mending soul of those who are broken inside: Jedi Healing is one of the most important assets to society. While Most Jedi have the capacity to heal, it takes a pure soul, dedicated to society with no Darkside influence, to master it.

 

Symbiosis -- Consulars and Aces Exclusive -- the Jedi’s answer to the Sith’s growing arsenal of Alchemic weapons, Symbiosis is a weapon and armor crafting technique that runs off the Jedi’s own power. These relics are custom made for the prospective user and feature a variety of properties, from producing force shields to being lightsaber resistant. They are worthless to most, but in the hands a Jedi alone they hold great power. The Consular’s and the Ace’s mastery of Symbiosis differ in that the Consular uses Symbiosis to make an artifact that would help the Force, an ace would use Symbiosis to power the Machine.

 

Retinue -- Consulars and Naturalist Exclusive -- Less of a force art than a privilege bestowed upon Consulars and Naturalists, this power entitles a Jedi to a developed NPC character to follow as an assistant and or bodyguard. This NPC is subject to the no OHK rule, and as such is a powerful tool. The exact nature of the NPC is undetermined, except to say that a Naturalist’s will likely be something to do with Nature or Tamed Animals, where as a Consulars should be otherwise. However, it is to be noted that your NPC will be forced to cohere to the standard rules for Player Characters, and will need to be approved on a case to case basis. Knights may have one member in their Retinue, Masters may have two. While you may not have more than your rank's limitation at a time, you may own as many as you like. If one dies, you may revive or replace it in 3 days time. If you adopt both the Consular and Naturalist Classes, you will not gain more than 2 Retinue, but you will be able to have both types on hand.

 

Mind trick -- Restriction on all but Sentinels -- Tricking your enemies into letting you pass through a checkpoint is a trifle to a Jedi. Invading their mind to blind them, numb their body or disrupt their equilibrium is the work of a trained Sentinel. Their effects are temporary, but highly effective in rendering a target unable to fight back. A Master Sentinel can learn Morichro, a potentially dangerous skill that involves shutting down of a being’s biological functions.

 

Masquerade -- Restriction on all but Sentinels -- The Sith hide in the shadows. The Jedi can hide in daylight. A sentinel is capable of instantly effecting a persons mind and preventing them from seeing what may be right in front of their eyes. A Master can go so far as to tricking somebody into believing that the Sentinel is somebody else completely.

 

Battlemind -- Sentinel’s Exclusive -- Built on a similar school of force use that create Battle Meditation, Battlemind is a passive ability that allows a Sentinel to be aware of his allies status in combat, through shared sensory perception. This allows a Sentinel to strategize quickly and act to benefit the Jedi as a team.

 

Inspire -- Sentinels Exclusive -- A Jedi acts on their sense for society, it’s needs and how they can achieve a greater one. A sentinel has the unique ability to instill this sense in other. If used properly, this skill can be used to inspire a neutral or enemy party to fight for a Jedi’s cause; and often it can drive a Sith to begging for repentance.

 

Illusionry -- Sentinels Exclusive -- “Truth... from a certain point of view.”

Edited by Guest

Locke2A.png

"Jedi do not fight for peace, that is a slogan and is misleading as slogans naturally are. Jedi fight for civilization as civilization creates peace."

-Mace Windu

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On the Council:

 

The council structure is to be simple. The High Councilmen will select other trust RPers to help advise him in leading the Jedi. There will be no excruciating duties, IC or OCC, unless arrangements are made through the high councilmen.

 

The HoloCouncil, a virtual council room embedded in a private, heavily encrypted channel of Holonet is going to be used. Every councilmen should seek out a custom holoprojector for this, as they are to be made responsive to them alone. This will allow IC communication between council members in real time, without them having to be in the same thread.

 

Update: Nobody seems care enough to desire it. If you want me to do the HoloCouncil, PM me on Kakuto Ryu.

Edited by Guest

Locke2A.png

"Jedi do not fight for peace, that is a slogan and is misleading as slogans naturally are. Jedi fight for civilization as civilization creates peace."

-Mace Windu

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Other Notes:

 

Sith Vs. Jedi:

 

The guide is based largely on the Sith one as a parallel, but the abilities selected are (mostly) based on Canon. The idea was that the Jedi should have an answer that reflexive to every Sith art, for instance: Jedi get healing--restoring the body to its original form, and Sith get Cybernetics--melding steel to form a perverse replacement. Jedi get Naturalism--embrace and control of the world around them, Sith get Clone biology--control of nature as to suit Man's purposes. Sith get Alchemy--intentional modification of nature for a desired effect, Jedi get Symbiosis--equipment built on the idea of harnessing a Jedi's inner strength and focusing it through a relic. My main inspiration (aside from Chad) was Yoda's words on how the force flows through all things, animate or inanimate, "Here, between you...me...the tree...the rock...everywhere!"

Locke2A.png

"Jedi do not fight for peace, that is a slogan and is misleading as slogans naturally are. Jedi fight for civilization as civilization creates peace."

-Mace Windu

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