The Jedi Praxeum
Background:
Twenty-five
thousand years before the birth of Luke Skywalker, a band of noble Jedi formed
the Knighthood and built the first Jedi Academy on Deneba. It was a place to teach the Jedi ways and expand
the knowledge of peace and tranquility throughout the galaxy. From the days of its inception until its
destruction during the Clone Wars, it was the heart of the Knighthood. Supported by the Old Republic it had many
resources available and trained numerous honorable Jedi, such as Nomi Sunrider,
and Ulic and Cay Qel-Droma.
Getting Accepted:
Becoming
a Jedi is never easy. It takes years of
hard work and an indomitable will. The
first step in becoming a Jedi Knight is undergoing Force sensitivity tests. In tests a Jedi Acolyte; an advisor,
assistant, and lowest ranking; assigned to the applicant’s home, briefly meets
with the candidate to ascertain his belief’s and reasons for wanting to join
the Knighthood. The applicant is then
given tests designed to measure the possibility of Force Potential and behavior
in high stress situations. The Acolyte
then sends a recommendation based on the test results to the nearest Jedi
Praxeum. After a Master reviews the
reports, he may take interest in the candidate and invite him to visit the
Praxeum. There the Master uses the
power Sense Force Potential to determine if the aspirant is gifted
enough to wield Force powers and then gives the aspirant a Quest to prove his
worth to the Knighthood. This can be as
simple as a riddle or, more often, a long, arduous journey filled with danger
and temptation. Regardless of the
method, the Quest should be a journey of self-discovery and humbling insight. If the candidate returns successful he is
admitted into the Praxeum.
Graduation Requirements:
The
early years of training are spent learning the Core Curriculum and working as
an Acolyte to neighboring systems. At
this time of training, an aspiring Jedi will train under several Masters. When a Master has certified that a student
has mastered, gaining a rating of 3D or two pips higher than the base is
standard, in all the core skills and knows all the required power, he is
immediately promoted to the rank of Jedi Apprentice and must choose a
Discipline. Once the apprenticed
decides what Discipline he would like to pursue, he must find a Master of that
Discipline willing to further his education.
This often leads to Apprentices leaving the Praxeum to find that rare
teacher. He then begins intense study
of that Discipline’s selected skills and powers. After mastering those requirements, the Master has the power to
promote the student to the rank of Jedi Adept and assign him however he wishes,
following the Academy’s approval. This
may include being sent as a representative to a new world, liaisons to the
Republic, returning home as an advisor and protector of the peace, or employed
in the ongoing war against the Dark Side.
At any rate, you are now a Jedi and bound to do as your Master bids.
Core Curriculum:
Upon entering a Praxeum, a student begins
learning these skills and powers as well as the Control and Sense Force
skills. A Master will usually not allow
a student’s Alter to be higher than his Control.
Core Skills:
Law Enforcement, Willpower, Command, Alien Species,
Languages, Planetary Systems
Core Powers:
Control: Accelerate Healing, Control Pain, Hibernation
Trance, Concentration, Meditative Trance
Sense: Life Detection, Life Sense, Receptive Telepathy,
Sense Force
Control/Sense: Projective
Telepathy
Minimums: Control- 2D, Sense- 1D+2,
Alter-0D
Disciplines:
After
a Master is satisfied that a student has mastered the basics he promotes the
student to the rank of Apprentice and allows him to choose a Discipline. There are numerous Disciplines, both Light
and Dark, but this is a guide to the most common of the Light. The Disciplines are: Artificer, Factotum,
Investigator, Meditative, Naturalist, and Warrior.
Artificer
The
Artificers are the creators, tinkers, and inventors of the Jedi Knights. They tend to be very technical in nature and
posses heightened mechanical empathy.
The Artificer, Ulic Qel-Droma, was the first Jedi to use a Lightsaber
that did not have an internal power switch.
Skills:
Astrogation, Computer Programming Repair, Design (Knowledge),
Construction (Technical) plus five of the following:
Armor Repair, Blaster Repair, Capital
Ship Piloting, Capital Ship Repair, Capital Ship Shields, Communications,
Cybernetics Repair, Droid Programming, Droid Repair, Ground Vehicle Operation,
Ground Vehicle Repair, Lightsaber Repair, Powersuit Operation, Repulsorlift
Operation, Repulsorlift Repair, Security, Sensors, Space Transports Repair,
Space Transports, Starship Piloting, Starship Repair, Starship Shields,
Starship Weapons Repair, Walker Repair.
Powers:
Control: Absorb/Dissipate Energy
Sense: Instinctive Astrogation
Alter: Power Drain
Control/Sense: Speak with Machines
Control/Sense/Alter: Conduit, CyberLocke
Minimums: Control- 3D+1, Sense- 3D, Alter- 1D
Recommended Studies: Commune with Nature, Lightsaber Combat,
Thermogenesis, Transmutation, Warp Matter.
Factotum
Factotums
are Jack-of-all-trades. They tend to be
speakers, storytellers, educators, artificers, warriors, investigators, and any
other of the Disciplines. They are
trained to adapt to any environment and are given a wide berth when choosing
their studies. Factotums are the only
Discipline where an Apprentice does not have to tie himself to one Master. These students tend to roam the universe
seeking knowledge from Master to Master.
Many governmental leaders prefer liberal advisors and request
Factotums. In general, if you do not know
what you want to study, be a Factotum.
Skills: Pick your four favorite attributes. In attribute 1 pick three skills, in
attribute 2 and 3 pick two skills, in attribute 4 pick one skill. Chosen skills may not be apart of the Core
Curriculum.
Powers:
Choose two powers from each Discipline that is unique to it.
Recommended Studies: Anything and Everything goes.
Healer
The
healer is one of the most helpful, and less likely of the castes to fall to the
Darkside. Granted, it could happen, it
is just more unlikely. With their
powers they are able to control other’s pain and regenerate lost limbs. It is a truly blessed thing to have a healer
in your group.
Skills: First Aid at 5D, (Ad)
Medicine, (Ad) Injury/ailment diagnosis (Perception), Search, (Ad)
Surgery,
Powers:
Control: Emptiness, Detoxify Poison, Heal,
Regeneration, Enhance Attribute, Control Disease,
Sense: Danger Sense, Translation, Computer/Machine
Translation, Magnify Senses,
Alter: Light,
Control/Sense: Farseeing, Death Sense,
Control/Alter: Control Another’ s Pain, Accelerate Another’s
Healing, Control Another’s Disease, Detoxify Poison in Another, Transfer Force
Sense/Alter: Dim Another’s Sense, Induce Sleep
Control/Sense/Alter: Affect Mind
Minimum: Control- 6D+2, Sense- 4D+2,
Alter- 4D
Recommended Studies: Heal Another, Regenerate Another,
Telekinesis, Control Breathing, Precipitate, Fertilize, Induce Tranquility,
Place Another in Hibernation Trance, Remove Fatigue, Remove Another’s Fatigue,
Remain Conscious, Return Another to Consciousness, Enhance Skill, Lightsaber
Combat
Investigator
Wherever
there is a mystery or report of Sith activity, Investigators are sent to check
it out. There are the detectives,
archeologists, and spies for the Jedi.
They search for Sith strongholds, research artifacts, infiltrate enemy
organizations, and sold enigmas of all sorts.
These are the most rare of the Jedi and finding a Master is a near
impossible task. It is currently under
discussion in the Jedi Council to discontinue these teachings due to the risk
of loosing an undercover Jedi to Dark temptations and the moral dilemmas of
teaching deceptive arts.
Skills: Archeology (Knowledge),
Bureaucracy, Hide, Investigation, Persuasion, Search, Security, Sneak,
Streetwise
Powers:
Control: Contort/Escape, Enhance Attribute
Sense: Danger Sense, Magnify Senses, Postcognition
Control/Sense: Disguise, Translation
Sense/Alter: Dim Other’s Senses
Control/Sense/Alter: Affect Mind, Eclipse
Minimum: Control- 4D, Sense- 4D+1, Alter-
1D
Recommended Studies: Combat Sense, Cyber Sense, CyberLocke,
Doppleganger, Eyes of the Eagle, Force Bolt, Force of Will, Induce Sleep,
Lesser Force Shield, Lightsaber Combat, Mental Translocation, Remain Conscious,
Short-Term Memory Enhancement, Speak with Machines, Storytelling.
Meditative
Those
who study the Meditative arts prefer to exercise their minds, not muscle. They are the thinkers and masters of the
mind and spirit. In times of conflict,
they coordinate the Warrior’s actions through their power Jedi Battle
Meditation, while shattering their enemies will to win. Make no mistake, they may not charge into
battle with Lightsaber drawn, but they are among the most brave and powerful of
all Knighthood.
Skills: Persuasion, Stamina, Survival,
Tactics
Powers:
Control: Emptiness, Force of Will, Short-Term Memory
Enhancement
Sense: Postcognition
Sense/Alter: Affect Emotions
Control/Sense/Alter: Affect Mind, Battle Meditation,
Enhanced Coordination
Minimum: Control- 4D, Sense- 3D+1, Alter-
1D+1
Recommended Studies: Anticipation, Commune with Machines,
Commune with Nature, Danger Sense, Farseeing, Instinctive Astrogation, Life
Bond, Lightsaber Combat, Place Another in Hibernation Trance, Remove Another’s
Fatigue, Remove Fatigue, Storytelling.
Naturalist
The
Force is created by all living things, and therefore must be protected. These Jedi have a special connection with
Nature and all life. They are much more
than simple park rangers, yet far removed from eco-terrorists. They are often sent to frontier worlds to
help in the formation of colonies and adapting to alien life. If you want to scrap with a Naturalist, you
got to go through his Rancor pets first.
Skills: Beast Riding,
Climbing/Jumping, First Aid, Hide, Running, Search, Sneak, Survival
Powers:
Control: Detoxify Poison, Emptiness
Sense: Beast Languages, Magnify Senses, Translation,
Weather Sense
Control/Sense: Call Animal, Eyes of the Eagle
Control/Alter: Accelerate Another’ s Healing, Fertilize
Sense/Alter: Commune with Nature
Control/Sense/Alter: Control Animal
Minimum: Control- 4D+1, Sense- 4D+1,
Alter- 1D+1
Recommended Studies: Danger Sense, Lightsaber Combat, Predict
Natural Disaster, Thermogenesis, Transfer Force, Transmutation, Weather
Control, Weather Sense.
Warrior
Although
the Jedi Knights are devoted to peace, they understand the galaxy is not
perfect and violence is unavoidable.
These noble Samurai do not believe in peace through superior
firepower…but superior compassion. Life
is precious and should only be taken as a last resort. The Warriors are
peacekeepers. They are sent wherever
there is strife, anarchy, or the Sith.
Skills: Brawling, Dodge, First-Aid,
Running, Stamina, Survival, Tactics.
Powers:
Control: Absorb/Dissipate Energy, Remain Conscious,
Reduce Injury
Sense: Danger Sense, Combat Sense, Magnify Senses
Alter: Telekinesis
Control/Sense: Lightsaber Combat
Sense/Alter: Lesser Force Shield
Control/Sense/Alter: Force Bolt
Minimum: Control- 3D+2, Sense- 3D+2,
Alter- 1D
Recommended Studies: All “Healing” powers, Dim Other’s Senses,
Enhance Coordination, Enhance Attribute, Magnify Senses, Resist Stun, Greater
Force Shield, Remove Fatigue, Anticipation, Transfer Force, Battle Meditation,
Affect Mind.
Training at the Academy:
Training
at the Academy, or at a Praxeum, is slightly different from usual
training. Through thousands of years of
trail, error, and refining, the Jedi Masters have developed very efficient
means of educating. Whenever a character
is at a Praxeum, or the Academy, and wishes to learn a new power or increase
his knowledge in a skill, and the Master’s die code in instructing with the
pupil’s die code in Knowledge and roll against a very difficult. For every full five points the total beats
the difficulty by, reduce Point Cost and time required to learn by one; one
Character Point equal one day training.
No matter how spectacular the roll, training always costs at least one
Character Points takes at least on day of intensive training.
Also
at the Academy, or at a Praxeum, there may be a few tests that the Masters may
have their students attempt, here for Jedi Training 2. In addition, Masters may try on their students a few other tests along
with the Cadences.
After Graduation:
At
the time of the Master’s decision, the Apprentice can be tried to achieve the
next rank of Adept. The Master then
sends the Adept on whatever errand he/she wishes. After the Adept has displayed proper understanding of the Jedi
code and has a total of 13D in all Force skills the Master may promote the
Adept to the next rank of Guardian. The
Guardian is still in the service of the Master. After demonstrating superior resourcefulness, a true
understanding for the Jedi Code, attained a total of 17D in all Force skills,
has proven to be competent with a Lightsaber (7D or more), has constructed
his/her own saber, and completed a quest his/her Master may send them on, the
Jedi Guardian then may go up before the ruling council and they will decide if
the Guardian is ready for the status and rank of Knight. The vote must be anonymous. If the Jedi becomes a Knight, the Jedi can
take on a padawan learner* and is out of the service of the Master, even though
they may keep in touch, and the Knight may still train with the Master. After fulfilling all the required duties,
and has mastered his chosen field(s), attained at least 27D in their Force
skills, has shown that they can resist the temptations of the Darkside and a
proper way of atonement, and is proven to have excelled in the use of the
Lightsaber (13D) the Council may accept the Jedi to become a Master. The vote must be anonymous. The Master may take on multiple students if
they set themselves in Praxeum, otherwise they could be chosen for the Ruling
Council (unlikely), or set one-on-one with a padawan and fulfilling other
services of the Jedi. At anytime the
Jedi achieves at least 15D in all Force skills, granted there is room, the
Master may attempt to become a Grand Master, who will sit on the Grand Council
in Coruscant. At this time, the Jedi
must stay on Coruscant unless there is a dire emergency, and cannot train Jedi
in any way, unless their rank is removed by a vote of incompetence, or the
Grand Master may want to train other Jedi.
There can only be 11 people on the Grand Council.
*If the Ruling Council
allows, a Guardian may take on a padawan if they are competent in the Force,
and which at that time they have the same freedom of a Knight. This is not a decision made by the Master,
or the pupil but by the Council itself.
It is a great honor for the Guardian.
And in retrospect, not all Knights are allowed to take Padawans in their
first couple of years.
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