Jedi Training
Finding a Teacher:
A character that
wishes to learn one of the three Force skills must have a teacher; characters
that already have Force skills find them easier to master with a teacher to
instruct them.
Characters who begin
the game with Jedi skills must have had a teacher before the game began. Whether or not the student can still contact
is left up to the Gamemaster. Perhaps
the character mastered all the powers the teacher knew and moved on. Maybe the teacher was killed; maybe the
student and teacher had a falling out; or perhaps it was just time to move
on. The teacher may have even turned to
the dark side and watches the student from a distance, hoping to eventually
lure the former pupil down the path of darkness.
In a universe where the Jedi have nearly
been eradicated, finding a teacher is a most difficult task. A character’s search for a suitable Jedi
teacher should be the focus of an epic quest, probably spanning several game
adventures. The character must prove
the commitment to becoming a Jedi even in the process of finding a teacher.
Once found, the
teacher may not be quite what is expected.
Obi-Wan, Yoda, and Luke are exceptions since almost all Jedi were hunted
down by Darth Vader and the Emperor. A
prospective teacher is likely to have never fully completed her Force
training-someone who knows enough to begin instructing the character, but lack
a full understanding of the Jedi way.
The prospective Jedi
character may have to turn to one of the other “ways of knowing the Force,”
such as the Tyia. Individuals who know
these ways will often be isolated on a primitive world or hiding form the
forces of the Empire.
No matter the
circumstance, the quest for a Jedi teacher should not be an easy one. It should be filled with danger, designed to
test the mettle of those who seek this powerful knowledge.
When you Gamemaster,
you are expected to exercise firm control when it comes to Jedi
characters. You can add whatever
limitations you feel are necessary to maintain “game balance.” You are not even obligated to allow Jedi
characters-you do not have to provide a teacher simply because a character
wants to become a Jedi.
Other Forms to Learning:
While teachers are
the preferred means of mastering the Force, potential Jedi have other routes
open to them. They may be able to find
a Holocron, an extremely rare device used by Jedi to record lore and lessons.
Jedi also used
datatapes, old-fashioned paper books and many other means of recording their
knowledge of the Force. While most of
these items were destroyed during the reign of the Empire, a few objects were
hidden away in secret retreats and on distant worlds, waiting to be accessed by
new generations of Jedi. Luke Skywalker
searched many worlds for documents containing lost Jedi lore; many of his
lessons at the Jedi Praxeum on Yavin IV were based on the information he
gathered in his journey.
Taking on Pupils:
Jedi characters can
instruct others in the ways of the Force.
A character must have a Force skill of at least 3D to teach it and the
Jedi can only teach Force powers that she knows.
By tradition, a
character studying with a master may not take on a pupil. A Jedi character will seldom take on more
than one pupil at a time, but some instructors-such as Luke Skywalker-will
accept several students at once.
A character should
be wary of teaching anyone with Dark Side Points Jedi abilities-any time a
character teaches such a person a Force skill or power, the teacher receives a
Dark Side Point.
Jedi characters are
also responsible for the actions of those they teach. If a Jedi’s pupil turns to the Dark Side, the Jedi is morally
obligated to resolve the situation if possible.
Learning Force Skills:
Force skills are die
codes that govern a character’s ability to manipulate the Force in various
ways. Control dictates the
Jedi’s ability to master his bodily functions, Sense allows a Force-user
to feel the Force in his surroundings, and Alter allows a character to
change and manipulate the way the Force affects and interacts with others.
Force skills may be
learning in two ways:
1.
From a Master
2.
Through Research
Learning Skills From a Master:
To learn a new Force
skill a pupil must undergo one week’s worth of intensive training and pay 10
Character Points. This amount may be
may not be reduced by spending additional Character Points. The Force should never be taken lightly and
is never quick or easy. At the end of
the week, the student gains the new skill with a code of 1D and knows three
Force powers of the Master’s choosing.
To improve a Force
skill by one pip costs a number of Character Points equal to the current number
before the “D”. Double the point costs
if a teacher is not available. Characters
with a teacher must spend one day per Character Point spent. Training time may be reduced by one day per
every additional Character Point spent.
A Jedi may learn a new power when a skill increases if he does not have
a teacher.
Learning Skills Through Research:
It is possible for a
talented student to learn and improve Force skills through researching
Holocrons and ancient text. To do so, a
Jedi must spend a month of intensive research with a tome or two weeks with a
Holocron before even attempting a new Force skill. Then the character spends 20 Character Points and makes a Willpower
roll with a difficulty of 15 for Holocrons and 20 for texts. If successful, the Jedi knows the new skill
with a rating of 1D, and know one power contained in the Holocron or text. The Character Points are lost regardless of
the success of the Willpower roll.
Once learned, the
skills may be improved up to 3D through research. The base cost and time required for increasing a skill by one pip
through research twice the number before the “D” in the skill’s die code, and a
number of days equal to the amount of Character Points spent. To improve a skill using a Holocron, not
text, the Jedi must first convince the keeper of the lore contained in the
Holocron he is worthy of the knowledge and, of course, he may only be taught
the powers contained in the Holocron.
Once the student has gained the keeper’s trust and selected a power to
be taught, he may roll a number of dice equal to his Knowledge plus the
instructing die code of the Holocron’s holographic Master. For every full five points over 25, the base
cost is reduced by one Character Point, and the time required is reduced by one
day. No matter how spectacular the
roll, the cost may never be fewer than x where the original die code is ‘x D’,
and time may be fewer than x days of intensive research.
A Jedi may also
improve his knowledge of a particular skill through using text. Assuming the Jedi understands the text he
may roll a number of dice equal t the Research, Ka Lore, Jedi Lore, or Sith
Lore plus a number of dice equal to the text’s complexity rating versus a
difficulty of 25. As above the cost of
a one pipe improvement decreases by one for every full five points, the
difficulty is beaten by, but can never be reduced below x.
Learning through
research should never be as easy as learning from a Master. Finding a Holocron or text should be the
culmination of several adventures and then proving yourself worthy to a
Holocron’s keeper or having a text accurately translated should be the focus of
at least one night’s gaming.
Learning Force Powers:
Force Powers are
different effects a Jedi may use to manipulate the Force. A Jedi may not use a power he has never
learned but may be able to “stretch” a known power to have a different
effect. To do so the Gamemaster
determines if the desired effect is in the spirit of the power and then assigns
a higher difficulty depending on how far removed the new effect is from what
the power was designed for. There are
three ways to learn new Force powers:
1.
From a Master
2.
Through Research
3.
Through a Spiritual Journey of Self Discovery
Learning Powers From A Master:
Jedi characters may
gain a new power after raising a skill by one pip or at the cost of five
Character Points and seven days of training with his Master. If the desired power is composed of multiple
skills, the cost is five times the number of skills required. Thus, to learn Affect Mind from a Master,
without having to first improve Control, Sense, or Alter
the cost would be 15 Character Points, and take one week of intensive training.
Learning Powers Through Self Discovery:
In certain
situations, a Jedi may go on a spiritual quest. The cause of this could be as part of atonement, a rite of
cultural acceptance, an attempt to gain harmony with one’s soul, to contract
the Spirit Fathers, or any of a number of other cases. When a Force-user decides to attempt a quest
of self-discovery, he must first separate himself from society. This is accomplished in one of two ways:
1.
Simply travel to a remote location
2.
Enter a meditative state that removes him from his surroundings.
The nature of the
quest must reflect the character’s personal beliefs or culture. A character based on Native American lore
may opt to enter a sweat hut and mediate to the point of exhaustion, at which
time he hopes to receive a vision that will unlock the hidden knowledge of the
Force. A cybernetic Artificer may
decide to connect his consciousness to a computer generate reality via
CyberLocke, while a Naturalist might climb the highest mountain of her
Homeworld. At any rate, the quest
should be more than just something to do on you day off; it should become a
religious experience.
At the end of the
quest, the Gamemaster decides if he wishes to award a vision. This is solely up to the Gamemaster to
decide if the player receives a vision.
Then the Gamemaster decides the nature of the vision. Is it a glimpse of the future? Is it a blessing from your god? Have the Dark Lords of Ancient smiled on you
with a gift of power? Understanding the
vision may be handled in one of two ways.
First is the role-play method.
Here the Gamemaster describes or acts out the vision to the player. If the player can figure out the meaning, he
receives the enlightenment.
The second method is
the quick and dirty mechanical method.
Here the player simply rolls Willpower to determine if he
understands the vision’s meaning. The
difficulty should be determined by the Gamemaster based on the extent of the
quest and how well it was played out. A
highly physical quest is likely to award a Control power, while staying
in Rage to the point of incapacitation should grant a Sith Power.
This system is
designed for role-playing and thus does not require the expenditure of
Character Points, but at the same time, the player does not receive any points
for the experience of the quest. It
should be reinforced that few characters should ever receive more than one
vision in their lifetime and certainly not in the same adventure. Players should not look to quests as a means
of gaining power when teachers and text are unavailable, but as an essential
step in their character’s growth.
Force Powers:
Using a power is
just like any other action. One power
equals one action and reduces the dice pool by 1D regardless of how many
actions are incorporated into the power.
By the time a Jedi masters a new power it is second nature to him. He doesn’t think, “Okay… first I’ll activate
Control, then Sense…” he just opens himself to the Force and does
it. If a Jedi whishes to use Projective
Telepathy, he may roll both skills with no penalty. If he wishes to use the power and dodge in the same round, all
die codes are reduced by 1D, not 2D.
Dramatic Force Use:
During stressful times when many
lives hang in the balance a Jedi may reach out with the Force and attempt to
use a power hasn’t yet learned. At a
dramatically appropriate moment, a Gamemaster may allow a Jedi character to
spend a Force Point and 10 Character Points so he may use a power he has never
learned. The effects of the power last
one round, the use may not learn the power in this manner, the Jedi must make
all rolls with normal die codes, the points are lost even if they effect fails,
and if used for selfish reasons the character gains two Dark Side Points.
Jedi
Ranks and Training (expanded)
From birth to age six:
Throughout
the Old Republic, standard midi-chlorian testing was applied to youths aged two
to six years old in an effort to ascertain Force adeptness. Some candidates
were selected as early as birth. However, their training was often delayed in
an effort to allow for basic motor skills and speech patterns to develop. Only
in the special case of orphans residing in the temple would any younger
applicants be cared for. This extensive testing was more concentrated in the
inner and mid-rim worlds, and was not a precedent on the outer-rim planets.
Ideally, the candidate would be selected by the first three years of life.
These were the most important and dangerous years during development, because
at this time, the mental and physical connections in the brain were made. If
these connections and thought patterns are already developed, it becomes much
harder to re-train the brain and remove undesirable attributes. By
approximately ten years of age these characteristics and personalities are
firmly set in place.
However,
not all Jedi agreed with this training doctrine. Some critics of this method
raised moral questions such as the parents' right to keep their children and
the ethics in determining a life path for an individual before they reached an
age where an informed decision could be formed on their own. However, such
concerns were looked upon as minor in comparison to the will of the Force, and
were deemed utterly irrelevant by the Jedi Council.
Until age thirteen:
The Jedi candidate was raised and trained in the Jedi Temple,
often taught by several Jedi Masters. There they learnt to live by the Jedi
Code, study the methods and techniques of the Lightsaber (both construction and
utilization), and received basic Force training. This continued until age
thirteen, where upon the candidate is taken on as a Padawan Learner by a
Master. Contact with one's family was permitted, if deemed appropriate by the
temple's teachers.
At the age of Thirteen:
If the Jedi trainee was not taken by a Jedi Master as a Padawan
learner by age thirteen, then the candidate was placed in service to the
Republic in another fashion other than a Jedi Knight. These positions included
Agri Corps, Scouting and Exploration, Medical, Shipyard Construction,
Accounting/Administration, and Ambassadorial Aide/Intern just to name a few.
The assignment was dictated by the Jedi Council based on the students aptitudes,
as well as their current level of Force ability. Although the dutiful students
usually accepted these postings, they were not required to. Some candidates
that did not make the grade choose to return to their homes or set out on their
own. The students had no say in if or how the prospective master chooses a
Padawan. The most a potential Padawan could hope for was to catch rumors of the
visitation of a Master, and then prepare to put their best efforts forward in
hopes of being selected.
From Padawan Learner to the Trials:
Once chosen by a Master, more advance training in the Force
occurred, in conjunction with Lightsaber construction techniques and other
advanced skills. The Padawan stage of training was no less than ten years in length,
and otherwise lasted as long as necessary.
If for
whatever reason, a Padawan continually failed the Jedi trials and the Master
refused to teach he/she any longer, the Council retained the option to assign
another Master to that student. If the failure was the Padawan's fault
(frustration at the teachers, an inability to cope with the personal
restrictions and hardships of Jedi life, etc.) and they were not turned to the
Dark Side, they were allowed to choose to abandon the Jedi way and serve the Republic
in a civil service manner similar to a temple dropout. In this instance, they
were closely monitored by the Jedi, due to their potent Force Abilities and
potential misuse. If a Padawan's repeated failures were the cause of Dark Side
leanings, and they abandon the Jedi way and were turned to the Dark Side, then
monitoring of their activities was assumed by the Jedi Shadows. These intrepid
guardians would assume their responsibilities and liquidate the fallen Padawan
only if they became an active threat to the order and stability of the
Republic, or a threat to innocents by their direct actions. If the fallen
Padawan preyed upon the Underworld (gangsters, henchmen, assassins etc.) the
Shadows would not interfere, and merely direct Sector rangers or other local
law enforcement agents in response to criminal activity. If Force use against
innocents was a direct contributor to that activity, a Shadow may have stepped
in and carried out their duty.
The Trials:
The Trials were intended to be a crucible; a test of character
as well as ability. The Trials were not set in stone and were custom fitted to
each Padawan. They were an examination of the Padawan's commitment, ability,
and moral grounds. The Padawan's fears, their hidden wants and needs, their
passions, or their tragedies; all were weighed and somewhere amidst the Psyche
laid the key, the measure by which the Council could judge the Padawan's
worthiness. How they dealt with the trial, as much as whether or not they
physically succeeded or failed was the true trial.
Normally
the Trials were only given to those without the taint of the Dark Side, in the
hopes that one mistake would be sufficient warning to drive home the dangers
and responsibilities of being a Jedi Knight. Completing the trials without temptation
(no Dark Side Points) was considered an "A" grade. One Dark Side
Point would be a "B" or "C" grade, and 2 or more would
receive a "D" or "F". Although one would think that a
ranked A+ Padawan would be the most desirable outcome, this was not completely
the case. The straight A student would have problems of their own - since
without failure, there was no chance to learn from one's mistakes. These Jedi,
although noble and heroic figures, retained a fundamental lack of understanding
of the Dark Side, and the ease with which one could be lured. For the others,
if through the course of training or in the aftermath of the trials, they
atoned for the stain of evil on their soul gained during the Trials, the
experience would have had a greater value to them. It would have also yielded a
better knight in the long run, than if they never had faced those kinds of
risks.
Beyond the Trials:
If they were successful in the Trials, then the Padawan was
granted the title of Jedi Knight. They were given permanent accommodations at
the Jedi Temple, and received assignments according to the wishes of the Jedi
Council, the Senate or the Supreme Chancellor of the Republic.
However,
the transition from Jedi Knight to Jedi Master was slightly different. It was
more than simply taking on a Padawan Learner. The Knight's first Padawan was to
have complete his training, before the Knight could assume the title of Master.
Nevertheless, one must point out the distinction between the title
"Master" that was used by the Padawan when addressing his mentor, and
"Jedi Master", the title that was used between fully trained Jedi and
outside the Jedi hierarchy. A Jedi Knight that did not retain a current Padawan
were encouraged to make an annual visit to the Temple to watch the current crop
of initiates. They had the option of not selecting a Padawan, but they were
required to periodically appear and review the available candidates.
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