Part IV: The Jedi Academy

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 tranquillity throughout the galaxy. From the day of it’s inception until it’s destruction during the Clone Wars, it was the heart of the Jedi 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:

?As mentioned earlier, 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 these tests a Jedi Acolyte (non Force Sensitives and lowest ranking Apprentices who act as assistants, advisors, etc. to the Knighthood) assigned to the applicant’s home system (or nearest system) 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 (these tests are designed to rate the likelihood of Force Potential, the only way to be sure is through the Force) and behavior in high stress situations (such as the questions Dekker asks while interviewing suspected replicants in Blade Runner). The Acolyte then sends a recommendation based on the test results to the nearest Jedi Praxeum (Small teaching instillation consisting of one to ten Jedi Masters who report directly to the Academy). 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 (is he Force Sensitive?) and then gives the aspirant a Quest to prove his worth to the Knighthood. This can be as simple as a riddle (Such as a Zen Koan or "How many apprentices does it take to change a glow rod?" depending on the Master) 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 (as determined by the Master.... there are often hidden objectives to be accomplished during Quests) he is admitted into the Praxeum.

Graduation Requirements:

?The early years of training are spent learning the Core Curriculum (Skills and powers all Jedi must know) and working as an Acolyte to neighboring systems. At this time of training an aspiring Jedi will train under several Masters (provided there is more than one at the Praxeum). When a Master has certified that the student has mastered (gained a rating of 3D or two pips higher than the base, whichever’s higher) in all the core skills and knows all the required powers, he is immediately promoted to the rank of Jedi Apprentice and must choose a Discipline (specialized area of study). Once the Apprentice 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 (again a level of 3D or two pips higher than the base is standard) 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 representatives 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 (Alter is not a necessary skill in all disciplines). A Master will usually not allow a student’s Alter to be higher than his Sense.

?Core Skills: Law Enforcement, Willpower, Command, Alien Species, Languages, History: The Republic, and Systems.

?Core Powers:

??Control: Accelerate Healing, Control Pain, Hibernation Trance, ???? Concentration

??Sense: Life Detection, Receptive Telepathy, Sense Force, Life Sense

??Control & Sense: Projective Telepathy

?Total Powers: Control = 1D+2, 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 guide will only cover the most common of the Light: Artificer, Factotum, Investigator, Meditative, Naturalist, and Warrior.

Artificer

?The Artificers are the creators, tinkerers, and inventors of the Jedi Knights. They tend to be very technical in nature and posses heightened mechanical empathy. A good example of an Artificer is Cay Qel-Droma who would rather tune a lightsaber’s blade than listen to his Master’s stories.

?Skills: Astrogation, and Computer Programming/Repair plus . . .

?? Pick five from the following: Droid Programming, Droid Repair, Ground Vehicle Repair, Repulsorlift Repair, Space Transports Repair, Starship Repair, Starship Weapons Repair, Cybernetics Repair, Security, Blaster Repair, Capital Ship Repair, Armor Repair, Walker Repair, Lightsaber Repair, Sensors, Capital Ship Piloting, Capital Ship Shields, Communications, Ground Vehicle Operation, Repulsorlift Operation, Powersuit Operation, Space Transports, Starship Piloting, and Starship Shields

?Powers:

??Sense: Instinctive Astrogation, Magnify Senses, Cyber Sense

??Control and Sense: Speak with Machines

??Control, Sense, and Alter: Conduit, CyberLocke

?Minimum Skills for Graduation: Control = 3D, Sense = 3D+2, Alter = 1D

?Recommended Studying: Warp Matter, Lightsaber Combat, Commune with Machines, Thermogenesis, and Transmutation.

Factotum

?Factotums (Peacekeepers) are Jacks-of-all-trades. They tend to be speakers, storytellers, educators and the like. They are trained to adapt to any environment and are given a pretty wide berth when choosing their studies. Factotum is the only Discipline where an Apprentice does not have to tie himself down to one Master. These students tend to roam the universe seeking knowledge from Master to Master (but, as always, what a Master says goes . . . an Apprentice may not take his leave without his current Master’s permission). Many governmental leaders prefer liberal advisors and request Factotums. In general, if you don’t know what you want to study, be a Factotum.

?Skills: Pick your four favorite attributes. In Attribute #1 choose 3 skills, 2 skills in Attributes 2&3, and one in the fourth. Chosen skills may not be part of the Core Curriculum.

?Powers: Choose two powers from each other discipline which are unique to it.

?For Example: A Factotum may decide to learn Cyber Sense, Speak with Machines, Contort/Escape, Eclipse, Postcognition, Enhanced Coordination, Weather Sense, Beast Languages, Telekinesis, and Lighsaber Combat.

?Recommended Studying: Anything and Everything

Investigator

?Whenever there is a mystery or report of Sith activity, an Investigator (often referred to as "Shadows" in some circles) is sent to check it out. These are the detectives, archeologists, and spies of the Jedi. They search for Sith strongholds, research artifacts, infiltrate enemy organizations and solve enigmas of all sorts. These are the rarest 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 losing an undercover Jedi to Dark temptations and the moral dilemmas of teaching deceptive arts. Exar Kun may have been an Investigator before turning.

?Skills: Bureaucracy, Streetwise, Archeology (a Knowledge based skill), Investigation, Search, Sneak, Security, Hide, and Persuasion.

Powers:

??Sense: Danger Sense, Magnify Senses, Postcognition

??Control and Sense: Disguise

??Sense and Alter: Dim Other’s Senses

??Control, Sense, and Alter: Affect Mind, Eclipse

?Minimum Skills for Graduation: Control = 3D+1, Sense = 4D+1, and Alter = 1D

?Recommended Studying: Force of Will, Remain Conscious, Short-Term Memory Enhancement, Lighsaber Combat, Combat Sense, Storytelling, Cyber Sense, CyberLocke, Speak with Machines, Eyes of the Eagle, Mental Translocation, Induced Sleep, Lesser Force Shield, Force Bolt, and Doppleganger.

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 Warriors’ actions through their powerful Jedi Battle Meditation while shattering their enemies’ wills to win. Make no mistake, they may not charge into battle with lightsaber drawn, but are among the most brave and powerful of the Knighthood. To find an example of a Meditative master, look no further then the legendary Nomi Sunrider.

?Skills: Tactics, Survival, Persuasion, History: Jedi, Stamina, Scholar: Area of Interest, and Law: Republic.

?Powers:

??Sense: Postcognition

??Sense and Alter: Affect Emotions

??Control, Sense, and Alter: Affect Mind, Battle Meditation, Enhanced Coordination

?Minimum Skills for Graduation: Control = 3D+2, Sense = 3D+1, Alter = 1D+1

?Recommended Studying: Farseeing, Remove Fatigue, Storytelling, Instinctive Astrogation, Anticipation, Lightsaber Combat, Danger Sense, Commune with Nature, Commune with Machines, Life Bond, Place Another in Hibernation.

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 wanna scrap with a Naturalist, you gotta go through his Rancor pets. The Twi’lek Jedi Tott Doneeta displayed some of these abilities.

?Skills: Tracking, Search, Survival, Hide, Sneak, Climbing/Jumping, Running, Beast Riding, and First-Aid.

?Powers:

??Sense: Weather Sense, Beast Languages, Magnify Senses, Translation

??Control and Sense: Eyes of the Eagle, Call Animal

??Control and Alter: Fertilize, Accelerate Another’s Healing

??Sense and Alter: Commune with Nature

??Control, Sense, and Alter: Control Animal

Minimum Skills for Graduation: Control = 4D+1, Sense = 4D+2, and Alter = 1D+1

?Recommend Studying: All "Healing" Powers (Naturalists are known throughout the Galaxy as healers), Weather Sense, Transfer Force, Danger Sense, Thermogenesis, Weather Control, Predict Natural Disaster, Transmutation, Lightsaber Combat.

Warrior

?Although the Jedi Knights are devoted to peace, they understand the Galaxy is not perfect and violence is a necessary evil. 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 the primary peacekeepers. They are sent wherever there is strife, anarchy, or the Sith. An obvious example of a Warrior is Ulic Qel-Droma.

?Skills: Dodge, Survival, First-Aid, Stamina, Tactics, Lightsaber, Brawling, Lightsaber Technology and Running.

?Powers:

??Sense: Danger Sense, Combat Sense, Magnify Senses

??Control and Sense: Lightsaber Combat

??Alter: Telekinesis

??Sense and Alter: Lesser Force Shield

??Control, Sense, and Alter: Force Bolt

?Minimum Skills for Graduation: Control = 3D+1, Sense = 3D+2, and Alter = 1D

?Recommend Studying: All "Healing" Powers, Dim Other’s Senses, Enhanced Coordination, Enhance Attribute, Magnify Senses, Resist Stun, Greater Force Shield, Remove Fatigue, Anticipation, Transfer Force, Battle Meditation, and Affect Mind.

Training at the Academy:

?Training at the Academy, or at a Praxeum, is slightly different than usual training. Through thousands of years of trial, 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 (provided he has already been taught that skill), add the Master’s die code in Instructing (a Perception based skill) with the pupil’s die code in Knowledge and roll against Very Difficult (modified by resources available. i.e. Tomes, a library or Holocron.... GM’s call). For every full five points the total beats the difficulty by, reduce Point Cost and time required to learn by one; one Character Point equals one day training. No matter how spectacular the roll, training always costs at least one Character Point and takes at least one day of intensive training.

After Graduation:

?Once a Master is satisfied with his pupil’s performance (at least 3D, or two pips higher than base . . . whatever is higher, in all required skills and has learned all required Powers) he has the authority, granted by the Academy, to promote the Apprentice to Adept. The Master then sends the Adept on whatever errands he wishes (reporting all the while to the Academy). After the Adept displays proper understanding of the Jedi Code and has a total of at least 13D in Force Skills, the Master may promote the Adept to the rank of Guardian. The Guardian is still in the servitude of his Master and after demonstrating superior resourcefulness, true understanding of the Light, and a total of 17D in all Force Skills, he goes before the ruling council of the local Praxeum and may, on an unanimous vote only, be promoted to the rank of Knight. At this point a Jedi is still bound to his Master but is usually given freedom to conduct his own business. When a Jedi gains a total of at least 27D in Force Skills he may, with the recommendation of his local Praxeum, travel to the Academy and undergo review of the Ruling Council for the rank of Master. As with the rank of Knight, the vote must be unanimous. The next, and highest, rank in the Jedi Knights is that of Grand Master. There may only be nine Grand Masters, the Ruling Council of the Academy, at any given time. They hold their office until death or retirement and may only be replaced by a Master with a rating of 15D in all Force Skills who has the support of 90% of the Jedi (ranks Adept through Master) and the support of all members of the Ruling Council. Once a Jedi obtains a seat on the Ruling Council he has achieved the greatest honor available to a Jedi. All members of the Ruling Council are equal regardless of seniority.

Technology in the Old Republic:

?There are a few minor changes which must be made to the established rules to reflect four thousand years of technological advances (These suggestions are supplied for those who have not yet purchased the Tales of the Jedi Companion). Here are a few suggestions:

Vehicles:

?All die codes remain untouched. Keep all the stats the same because as long as every aspect to the technology increased proportionally it should still be fine. In other

words, if you want to use what was considered to be a good fighter in the TotJ time period, use the X-Wing Stats and give it a new name... if you want to use what was considered to be an old fighter in the TotJ time period use the Headhunter Stats and give it a new name. The only real problem that would arise is when a fighter from the TotJ time period encounters a fighter from the RPG time period... which should be next to never.

?Double the time listed on the Astrogation Gazetteer to reflect older hyperdrives.

?All repair times are doubled.

?Jump Stations, Hyperspace Buoys, or Instinctive Astrogation is required to safely navigate hyperspace. When a ship contacts a Jump Station or Hyperspace Buoy, the credit of the ship’s Captain, or sponsor, is automatically deducted the standard fee for using that route. Prices range from 10 credits for a slow or common route to 10,000 credits for a fast or rare route. In this era, lightspeed doesn’t come cheap. One obvious way around this is to ignore the navcomputers and trust in Instinctive Astrogation.

Medical:

?Bacta tanks have not been invented yet.

?MedPacs are reduced to 1st Aid Kits (same as MedPac but each difficulty is increased by one level, time to use is twice as long, and only one may be used per day).

Weapons:

?Nothing heavier than a light repeating blaster (which requires an articulated harness ALA Aliens).

?Ammo in each Power Pack is reduced to 3/4 normal.

?Blasters cost twice as much.

?Firearms are the weapons of choice.

 

1