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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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