Rebel Squadrons

ABG/Jedi Praxeum NL 3-24-03

By MGN Sea Messi
Unit: Alliegiance Battle Group
Fleet NL, Apr 02, 2003
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It’s that time again, folks, time for me to write another newsletter. But this time I’ve gotten lazy and merged two into one under the excuse that the entire fleet needs to be notified of Jedi matters. :-P

So let’s check out what’s on the agenda this week.

1- Open Command Positions
2- Open Internet Officer Positions
3- Scarlet Squadron – New Jedi Order Simming
4- Bridge Crew – Capital Ship Simming
5- Updated Jedi Site
6- New Jedi Rules
7- Jedi Training Groups
8- Jedi Campaign
9- Note to ABG Members
10- Medals and Promotions

1- Open Command Positions
Well, we have several command positions open in the ABG. These positions include: Special Forces Wing CO, Scourge Wing SO, Special Forces Wing SO, and Scarlet Squadron XO. If you’re interested in ANY of these positions, e-mail me and the Wing (or Squad) CO (if there is one). Thank you in advance.

2- Open Internet Officer Positions
Wanted: Dudes with HTML skills to update and maintain Bridge Crew, Scarlet Squad, Special Forces Wing, and Renegade Wing sites. Experience with PHP and CSS recommended, but not required. L33t h2xx0r5 welcome. Contact me at randystarkiller@yahoo.com if interested.

3- Scarlet Squadron – New Jedi Order Simming
It’s been 27 years since the destruction of the First Death Star and a new threat has manifested itself in the galaxy, a threat that threatens to wipe out life in the galaxy. The Yuuzhan Vong invaders, humanoids from another galaxy, encroach on New Republic space with their biotechnology. The New Republic no longer fights for just freedom from tyranny, they now fight for the very survival of the galaxy.

That’s right kiddies, we’re starting a New Jedi Order sim group right here in the ABG. If you’re interested in joining, contact Renan, Cay, and myself. You will be required to create a new character (I’m tryin’ to get some New Jedi Order templates up) for the group.

4- Bridge Crew – Capital Ship Simming
They are the unsung heros of the Rebellion and the New Republic, the crews of the capital ships. Now you too have a chance to perform this sacred duty by serving aboard the Dreadnaught Gold Star for the Allegiance Battle Group. Danger, excitement, shore leave ( :-P ), experience all this and more this Spring/Summer in… THE BRIDGE CREW!

If you’re interested in joining Bridge, contact me. We sim Saturday’s at 2 pm EST.

5- Updated Jedi Site
Boredom is a dangerous thing, it leads me to things like updating websites, writing new languages, studying weird stuff, and writing overly dramatic newsletters. With that in mind, I bring you an updated Jedi site at http://www.rebelsquadrons.org/abg/aotf/ . I updated the section on the Force, the Jedi, the power hierarchy, and the Temple Staff. Enjoy.

6- New Jedi Rules
Here comes the longest part of the newsletter, cause I’ve got a lot of shit to cover here. First of all, we have the long awaited JEDI CLASSES, followed by a rule update for the Gray Jedi that the Jedi Council passed. Let’s begin.

Force Sensitive Classes:

Alchemist – The Alchemist is not usually a Jedi, but a Force Sensitive of another tradition. They use their powers to alter the world around them and shape weapons, armor, talismans, and other things in unnatural ways that even modern technology couldn’t mimick.
Requirements: Alchemy, Armor Repair, and Enhance Attribute
Special Ability:
Accelerated Skill Learning: An Alchemist can learn the following skills in half the time: Danger Sense, Inhabit Object, Life Bond, Sense Force, Sith Alchemy, Sword Combat, Transfer Force.
Decelerated Skill Learning: An Alchemist isn’t well versed in the ways of Jedi or Sith and therefore requires two times the normal learning time for the following skills: Jedi Acrobatics, Jedi Martial Arts.
Talisman Construction: An Alchemist can build Force Talismans with great skill and when undertaking such a task they receive +1D to Alchemy.
Rank Bonuses: An Alchemist gains a bonus every time he ascends in the ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student an Alchemist gains +1D to Alchemy. At Apprentice the Alchemist gains Force Alchemy for free. At Journeyman the Sith gains Concentration. At Knight the Alchemist gains +1D to Force Alchemy. Finally, at Master the Alchemist gains +1D to Alchemy.

Corra Earlin Adept – The Corra Earlin are a group of Force Adepts from Corellia which pre-date the Republic and the Jedi. Thought extinct by the entire galaxy, only a hand full of the persecuted Force Sensitives still exist in the galaxy, mostly on Corellia and Tralus. This class can only be used with permission of the Jedi Praxeum Commanding Officer.
Requirements: Hide, Sense Force, Sneak
Special Ability:
Accelerated Skill Learning: A Corra Earlin can learn the following skills in half the time: Affect Mind, Dim Others Senses, Intimidate, Life Detection, and Life Sense.
Hide Force Presence: A Corra Earlin is better at hiding their Force presences, having been persecuted by the peoples of Corellia for generations before the Jedi even existed. They have become masters of this ability and can add +1D to any Hide Force presence rolls.
Rank Bonuses: A Corra Earlin Adept gains a bonus every time he ascends in the ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Corra Earlin Adept gains Block Force Sense. At Apprentice the Corra Earlin gains Hide Force Sensitivity for free. At Journeyman the Corra Earlin gets Lightsaber Combat for free. At Knight the Corra Earlin gets Danger Sense for free. Finally, at Master the Corra Earlin gets +1D Hide Force Sensitivity.

Dark Jedi – The Dark Jedi learned the Force from a fallen Jedi or flunked out of the Jedi ranks and continued his/her education in the Force through self discovery. Dark Jedi operate in different roles and, unlike the Jedi who are limited by the Jedi Code, can operate as bounty hunters, pirates, smugglers, terrorists, etc. But this does not mean that all Dark Jedi are completely evil; they can still feel strongly for an organization like the Republic and it’s ideals and serve the greater good.
Requirements: Lightsaber, Lightsaber Combat, Telekinesis
Special Ability:
Accelerated Skill Learning: A Dark Jedi can learn the following skills in half the time: Absorb/Dissipate Energy, Bolt of Hatred, Channel Energy, Drain Life Energy, Force Lightning.
Act On Instinct: A Dark Jedi can lose control of his rage and his actions and act purely on instinct. When this power is used the Dark Jedi gains +1D to all Force rolls every round he’s enraged, but at a price: the Dark Jedi must allow the GM to control his character during these times.
Rank Bonuses: A Dark Jedi gains a bonus every time he ascends in the Jedi ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Dark Jedi gains +2 to Lightsaber and +1 to Dodge. At Apprentice the Jedi gains Telekinetic Kill for free. At Journeyman the Jedi gets Concentration for free. At Knight the Jedi gets Hibernation Trance for free. Finally, at Master the Jedi gets Rage for free.

Dark Side Adept – There are two types of Dark Side Adepts: those trained by and in the service of the Emperor and those Force Adepts that fall to the dark side and embrace it’s power. The Imperial adepts that serve the Emperor are usually his sages, soothsayers, alcehmists, and bodyguards. After the fall of the Emperor, these adepts would have either tried to grab power in the Remnant or fled from the New Republic and into the underworld.
Requirements: Absorb/Dissipate Energy, Channel Energy, Enhance Attribute
Special Ability:
Accelerated Skill Learning: A Dark Side Adept can learn the following skills in half the time: Alchemy, Drain Life Energy, Enhance Skill, Force Lightning, Kinetic Release.
Control Others: Dark Side Adepts’s have a natural ability to control the minds of others, twisting them to their will. Basically this means that the Acolyte gains +1D to Affect Mind. Requires Affect Mind.
Rank Bonuses: A Dark Side Adept gains a bonus every time he ascends in the Adept ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student an Adept gains Melee Combat. At Apprentice the Adept gains Melee Parry. At Journeyman the Adept gains +1D to Thrown Weapons or gets Thrown Weapons for free. At Knight the Adept gains Bolt of Hatred for free. Finally, at Master the Adept gains Force Alchemy.

Dark Side Marauder – The Dark Side Marauder is the Force Adept’s dark side answer to the Jedi Battlemaster and Weapons Master. The Marauder is a warrior first and foremost, and their focus is to fight, kill, subject, and plunder whatever they can.
Requirements: Absorb/Dissipate Energy, Channel Energy, Melee Combat
Special Ability:
Accelerated Skill Learning: A Dark Side Marauder can learn the following skills in half the time: Blaster, Drain Life Energy, Enhance Attribute, Force Lightning, Kinetic Release, Repel Force Lightning, Resist Stun.
Decelerated Skill Learning: A Dark Side Marauder isn’t well versed in the ways of Jedi or Sith and therefore requires two times the normal learning time for the following skills: Force Alchemy, Sith Alchemy.
Act On Instinct: A Dark Side Marauder can lose control of his rage and his actions and act purely on instinct. When this power is used the Marauder gains +1D to all Force rolls every round he’s enraged, but at a price: the Marauder must allow the GM to control his character during these times.
Rank Bonuses: A Dark Side Maruader gains a bonus every time he ascends in the ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student an Marauder gains Melee Parry. At Apprentice the Marauder gains Brawling: Martial Arts. At Journeyman the Marauder gains +1D to Thrown Weapons or gets Thrown Weapons for free. At Knight the Marauder gains +1D to Melee Parry. Finally, at Master the Marauder gains +1D to Melee Combat.

Empath – The Empath can always feel emotions and thoughts of others and usually tries to expand their knowledge of the Force in these areas, and some become Jedi to learn how to turn off their skills.
Requirements: Life Detection, Persuasion, and Receptive Telepathy
Special Ability:
Accelerated Skill Learning: An Empath can learn the following skills in half the time: Life Bond, Life Web, Inhabit Object, Instinctive Astrogation, Transfer Force.
Advanced Empathy: An Empath can sense other peoples emotions at all times and they’re better at it than most. Because of skill with Empathic powers the difficulty on any use of empathic powers (Receptive Telepathy, etc.) is lowered by one (from Heroic to Very Difficult, for example). Also, Empath’s Receptive Telepathy skill is active at ALL times and if characters don’t want the empath to read their thoughts and emotions they must roll Willpower against a DC of 10. If the Willpower check fails then they must tell the Empath what is on their characters mind.
Rank Bonuses: An Empath gains a bonus every time he ascends in the ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Empath gains +1D to Receptive Telepathy. At Apprentice the Empath gains Sense Truth. At Journeyman the Empath gets Projective Telepathy. At Knight the Empath gets Affect Mind. Finally, at Master the Empath gets Memory Wipe.

Emperor’s Hand – The Emperor’s Hand is a limited Class, as it is only open to the few characters that the Emperor personally selected for training. The Emperor’s Hand is an assassin primarily, an enforcer and bodyguard second. This class can only be used with permission of the Jedi Praxeum Commanding Officer.
Requirements: Blaster, Melee Combat, Sneak
Special Ability:
Accelerated Skill Learning: A Fallen Jedi can learn the following skills in half the time: Block Force Sense, Life Detection, Life Sense, Projective Telepathy, Sense Force.
Link with the Emperor: As long as the Emperor is alive in some form or another the Hand is linked to him in a way. If the Hand is on a mission where he needs a certain power the Emperor may provide him with it, but only with the GM’s permission. If a Hand needs Telekinesis but doesn’t have it, the Emperor may provide anywhere from 1D to his full Telekinesis value –1D.
Rank Bonuses: A Fallen Jedi gains a bonus every time he ascends in the Jedi ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Fallen Jedi gains Receptive Telepathy. At Apprentice the Jedi gains +2 to Blaster and +1 Dodge. At Journeyman the Jedi gains +2 to Melee Combat and +1 to Dodge. At Knight the Jedi gets +1D to Sneak. Finally, at Master the Jedi gets Hide Force Sensitivity for free.

Failed Jedi – The Failed Jedi flunked out of Jedi training and some end up in a line of work choosen for them by the Jedi order, but more often then not they flee Rimward and take up less honorable and more lucrative professions. These failed Jedi occasionally continue their training in the Force, either independantly, through a Rogue Jedi sect, through a Dark Jedi, or through another tradition of the Force.
Requirements: Running, Survival, and Willpower
Special Ability:
Accelerated Skill Learning: A Failed Jedi can learn the following skills in half the time: Accelerate Healing, Hide, Lightsaber, Sense Force, and Sneak.
Survivor: A Failed Jedi has been on the run from the Empire for years, hiding and escaping from Imperial Inquisitors. After all the years on the run and fighting for their life the Failed Jedi gains +1D to Survival.
Rank Bonuses: A Failed Jedi gains a bonus every time he ascends in the Jedi ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Failed Jedi gains +1D to Running for free. At Apprentice the Jedi gains Life Detection for free. At Journeyman the Jedi gets Lightsaber Combat for free. At Knight the Jedi gets Telekinesis for free. Finally, at Master the Jedi gets +1D to Willpower.

Fallen Jedi – The Fallen Jedi is a Jedi Padawan or Knight, or even a Master, who feel to the dark side and left the Jedi Order, either because they were banished or because they wanted to pursue their own interests.
Requirements: Lightsaber, Lightsaber Combat, Telekinesis
Special Ability:
Accelerated Skill Learning: A Fallen Jedi can learn the following skills in half the time: Absorb/Dissipate Energy, Channel Energy, Force Lightning, Hide, Sneak.
Act On Instinct: A Fallen Jedi can lose control of his rage and his actions and act purely on instinct. When this power is used the Fallen Jedi gains +1D to all Force rolls every round he’s enraged, but at a price: the Fallen Jedi must allow the GM to control his character during these times.
Rank Bonuses: A Fallen Jedi gains a bonus every time he ascends in the Jedi ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Fallen Jedi gains +2 to Telekinesis and +1 to Lightsaber. At Apprentice the Jedi gains Danger Sense for free. At Journeyman the Jedi gets Combat Sense for free. At Knight the Jedi gets Block Force Sense for free. Finally, at Master the Jedi gets Hide Force Sensitivity for free.

Fallen Jensaarai - The Fallen Jensaarai is a Jensaarai Defender, who feel to the dark side and left the Jensaarai, either because they were banished or because they wanted to pursue their own interests. This class can only be used with permission of the Jedi Praxeum Commanding Officer.
Requirements: Armor Repair, Lightsaber, and Telekinesis
Special Ability:
Accelerated Skill Learning: A Fallen Jensaarai can learn the following skills in half the time: Absorb/Dissipate Energy, Force Lightning, Force of Will, Life Sense, Lightsaber Combat.
Advanced Ballistakinesis: The Jensaarai mastered the technique of using small objects as high-speed projectiles and the skill is popular among Fallen and Dark Jensaarai. When using Ballistakinesis the Jensaarai gains +1D to his attack roll.
Rank Bonuses: A Fallen Jensaarai gains a bonus every time he ascends in the Jensaarai ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Fallen Jensaarai gains Force Throw. At Apprentice the Jensaarai gains Lightsaber Combat for free. At Journeyman the Jensaarai gets Ballistakinesis for free. At Knight the Jensaarai gets Force Alchemy for free. Finally, at Master the Jensaarai gets +1D to Armor Repair.

Force Adept – The Force Adept is not of the Jedi Order, but of another tradition of the Force; such as a tribe or a religion or even a cult.
Requirements: Concentration, First Aide, Melee Combat
Special Ability:
Accelerated Skill Learning: A Force Adept can learn the following skills in half the time: Absorb/Dissipate Energy, Accelerate Another’s Healing, Channel Energy, Enhance Skill, Force Alchemy, Force Lance, Force Lightning, Resist Stun.
Decelerated Skill Learning: A Force Adept isn’t well versed in the ways of Jedi or Sith and therefore requires two times the normal learning time for the following skills: Jedi Acrobatics, Lightsaber, Sith Alchemy.
Healer: When a Force Adept heals a person using First Aide or Accelerate Another’s Healing they get +1D to the healing (in the case of AAH you add the +1D to the natural healing roll).
Rank Bonuses: A Force Adept gains a bonus every time he ascends in the Adept ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student an Adept gains +1D to First Aide. At Apprentice the Adept gains Accelerate Healing for free. At Journeyman the Adept gains Melee Parry for free. At Knight the Adept gains +1D to Thrown Weapons or gets Thrown Weapons for free. Finally, at Master the Adept gains +1D Melee Combat.

Force Sensitive Technician – The Force Sensitive Technician can feel the Force best when he/she is working with things of a mechanical nature. The Tech is usually a mechanical genius even before they realize their potential in the Force. FS Techs aren’t usually Jedi.
Requirements: Concentration, 3D Technical
Special Ability:
Accelerated Skill Learning: A Technician can learn the following skills in half the time: Blaster Repair, Capital Ship Repair, Coapital Ship Weapon Repair, Repulsorlift Repair, Space Transports Repair, Starfighter Repair, Starship Weapon Repair.
Decelerated Skill Learning: A Technician isn’t well versed in the ways of Jedi or Sith and therefore requires two times the normal learning time for the following skills: Jedi Acrobatics, Lightsaber.
Technician: You've always been good with machines, even as a child. You believe that with the Force on your side, there's no problem you can't find, no machine you can't fix, and no device you can't make better. Because of this, you recieve an additional +1D to all Technical rolls, with a successful Concentration or Enhance Attribute (tech) roll.
Rank Bonuses: A Technician gains a bonus every time he ascends in the ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Technician gains +1D to one Technical skill of his/her choice. At Apprentice the Tech gains a Repair skill for free. At Journeyman the Tech gains another Repair skill for free. At Knight the Tech gains +1D to a Repair skill. Finally, at Master the Tech gains +1D Enhance Attribute, or gains Enhance Attribute.

Gray Jedi – The Gray Jedi are a rare group that believe in balance between the Light and Dark, Creation and Destruction, Love and Hate. Achieving this balance is EXTREMELY difficult unless you practice what the Jedi Order calls Potentium Heresy, the belief that the light and dark are contained within, and therefore there is no extrenal darkness calling to them. Even amoung the Potentium Gray Jedi are rare, as Pontentium followers tend to remain Light and not risk their darker side.
Requirements: Concentration, Lightsaber, and Willpower
Accelerated Skill Learning: A Gray Jedi can learn the following skills in half the time: Accelerate Healing, Emptiness, Force Alchemy, Force of Will, and Lightsaber Combat.
Balance Force: You are a Gray Jedi and your beliefs depend on a difficult balance between light and dark, your dual natures. You realize that the Force is not light or dark, but that these things exist within yourself. To keep balance you use a purging technique during your meditations. During this technique you expend 1 FP to balance your LSP and DSP. Requires Emptiness.
Rank Bonuses: A Gray Jedi gains a bonus every time he ascends in the Jedi ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Gray Jedi gains +1D to Concentration. At Apprentice the Jedi gains Enhance Attribute for free. At Journeyman the Jedi gets Hibernation Trance for free. At Knight the Jedi gets Transfer Force for free. Finally, at Master the Jedi gets Life Bond.

Imperial Inquisitor – The Empire’s Jedi Hunters, the Inquisitorum, are trained in the Jedi arts and equiped with Jedi equipment. Taken from the most loyal of Palpatine’s Dark Side Adepts and Hands, the Inquisitors are an elite branch of Imperial Intelligence.
Requirements: Life Detection, Lightsaber, and Sense Force
Special Ability:
Accelerated Skill Learning: A Imperial Inquisitor can learn the following skills in half the time: Absorb/Dissipate Energy, Force Lightning, Life Sense, Receptive Telepathy, Repel Force Lightning.
Jedi Hunter: Yes, this is your job, your LIFE. You hunt Jedi for a living, and you must do it WELL. You have been trained in the best techniques for finding Jedi and therefore receive +1D Investigation and +1D Intimidation while searching for them.
Rank Bonuses: An Imperial Inquisitor gains a bonus every time he ascends in the Inquisitor ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student an Inquisitor gains Lightsaber Combat for free. At Apprentice the Inquisitor gains Sense Weakness for free. At Journeyman the Inquisitor gets Combat Sense for free. At Knight the Inquisitor gets Jedi Martial Arts for free. Finally, at Master the Inquisitor gets +1D to Jedi Martial Arts.

Jedi Artificer - The Jedi Artificer can feel the Force best when he is working with things of a mechanical nature. The Artificer is usually a mechanical genius even before he realizes his potential in the Force.
Requirements: Lightsaber Repair, Concentration, Alchemy
Special Ability:
Accelerated Skill Learning: A Jedi Artificer can learn the following skills in half the time: Armor Repair, Blaster Repair, Space Transports Repair, Starfighter Repair, Starship Weapon Repair.
Technician: You've always been good with machines, even as a child. You believe that with the Force on your side, there's no problem you can't find, no machine you can't fix, and no device you can't make better. Because of this, you recieve an additional +1D to all Technical rolls, with a successful Concentration or Enhance Attribute (tech) roll.
Rank Bonuses: A Jedi Artificer gains a bonus each time he or she ascends in the Artificer Ranks. This bonus could be a free skill, increased skill in certain areas, etc. At student an Artificer receives a +2 bonus to Lightsaber Repair and +1 bonus to a Technical skill of their choice. At Apprentice, the Jedi gains a Repair skill of their choice for free. At Journeyman, the Jedi recieves Force Alchemy for free. At Knight, the Jedi gains +1D to a Technical skill of their choice. At Master, an artificer gains either the Warp Matter skill for free, or the ability to use Electronic Manipulation without automatically recieving a Dark Side Point.

Jedi Battlemaster – The Battlemaster sect served as the elite warriors of the Jedi Order before the Purges. Almost exclusively did the Jedi Council know the existence of the Battlemasters. When the Purges began, it was the sacrifices of the Battlemaster sect that allowed a few of the other Jedi to survive, but at a great cost. Only a handful of Battlemasters survived the Purges and those that survived hid on Imperial Center in the ruins of the Jedi Temple, right under the Emperor’s nose. They harassed the Empire for years until the fall of the Empire left them alive but weakened and paranoid. Strangely enough, the Battlemasters were almost entirely wiped out 6 years after the Emperor died at Endor, and now only one or two Battlemasters exist.
Requirements: Brawling, Lightsaber, Lightsaber Combat
Special Ability:
Accelerated Skill Learning: A Jedi Shadow can learn the following skills in half the time: Enhance Attributes, Enhance Skill, Jedi Acrobatics, Jedi Martial Arts, Lightsaber Combat.
Battlemaster Martial Arts: Battlemaster Martial Arts is a closely guarded secret among the Battlemaster sect. This ability adds +2 to Brawling and +1D to Brawling Parry.
Rank Bonuses: A Jedi Battlemaster gains a bonus every time he ascends in the Jedi ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Battlemaster gains +1 to Lightsaber and +2 to Dodge. At Apprentice the Jedi gains Danger Sense for free. At Journeyman the Jedi gets Combat Sense for free. At Knight the Jedi gets Sense Weakness for free. Finally, at Master the Jedi gets +1D to Brawling.

Jedi Beast Master – The Jedi Beast Master has an empathic skill with animals that allows her to communicate and train even the most difficult of animals.
Requirements: Alien Species, Beast Riding, And Receptive Telepathy
Special Ability:
Accelerated Skill Learning: A Jedi Beast Master can learn the following skills in half the time: Beast Summoning, Beast Link, Life Detection, Life Sense, Sense Force.
Beast Empathy: Beast Masters have an empathic relationship with beasts and therefore gain +1D to any Beast related skill.
Rank Bonuses: A Jedi Beast Master gains a bonus every time he ascends in the Jedi ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Beast Master gains Projective Telepathy. At Apprentice the Jedi gains Beast Languages for free. At Journeyman the Jedi gets Beast Soother for free. At Knight the Jedi gets Beast Rider for free. Finally, at Master the Jedi gets Beast Master.

Jedi Consular
Requirements: Cultures, Life Detection, and Persuasion
Special Ability:
Accelerated Skill Learning: A Jedi Consular can learn the following skills in half the time: Concentration, Force of Will, Life Sense, Sense Force, Sense Truth.
Negotiator: A Jedi Consular is an expert at negotiating deals and treaties. Because of this skill he gains +1D to Persuasion and +1D to Bureaucracy.
Rank Bonuses: A Jedi Consular gains a bonus every time he ascends in the Jedi ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Consular gains +2 Life Detection and +1 to Persuasion. At Apprentice the Jedi gains Receptive Telepathy for free. At Journeyman the Jedi gets Projective Telepathy for free. At Knight the Jedi gets +1D Persuasion. Finally, at Master the Jedi gets Sense Truth.

Jedi Guardian
Requirements: Life Detection, Lightsaber, and Concentration
Special Ability:
Accelerated Skill Learning: A Jedi Guardian can learn the following skills in half the time: Absorb/Dissipate Energy, Control Breathing, Force of Will, Life Sense, Lightsaber Combat.
Defend Another: When defending another being the Jedi Guardian suffers no penalties for lacking the Defend DEX skill.
Rank Bonuses: A Jedi Guardian gains a bonus every time he ascends in the Jedi ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Guardian gains +2 to Dodge and +1 Life Detection. At Apprentice the Jedi gains Danger Sense for free. At Journeyman the Jedi gets Lesser Force Shield for free. At Knight the Jedi gets Accelerate Another’s Healing for free. Finally, at Master the Jedi gets Greater Force Shield.

Jedi Healer
Requirements: Accelerate Healing, First Aid, Life Detection
Special Ability:
Accelerated Skill Learning: A Jedi Guardian can learn the following skills in half the time: Affect Mind, Detoxify Poison in Another, Dim Others Senses, Life Sense, Receptive Telepathy.
Healer: When a Healer heals a person using First Aide or Accelerate Another’s Healing they get +1D to the healing (in the case of AAH you add the +1D to the natural healing roll).
Rank Bonuses: A Jedi Healer gains a bonus every time he ascends in the Jedi ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Healer gains Accelerate Another’s Healing for free. At Apprentice the Jedi gains Control Another’s Disease for free. At Journeyman the Jedi gets Control Another’s Pain for free. At Knight the Jedi gets Remove Another’s Fatigue for free. Finally, at Master the Jedi gets +1D to Accelerate Another’s Healing.

Jedi Librarian
Requirements: Enhance Attribute, Languages, Scholar
Special Ability:
Accelerated Skill Learning: A Jedi Librarian can learn the following skills in half the time: Alien Species, Bureaucracy, Cultures, Planetary Systems, and Tactics.
Find Information: You have an entire library of information at your hands and you need to find some obscure information. You are more adept than others in sorting through these sorts of things and gain +1D to Search while you’re looking for the information you need.
Rank Bonuses: A Jedi Librarian gains a bonus every time he ascends in the Jedi ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Librarian gains +1D to Scholar. At Apprentice the Jedi gains Short-term Memory Enhancement for free. At Journeyman the Jedi gets Speed Reading for free. At Knight the Jedi gets +1D to Languages. Finally, at Master the Jedi gets +1D to Speed Reading.

Jedi Mystic
Requirements: Life Detection, Life Sense, and Sense Force
Special Ability:
Accelerated Skill Learning: A Jedi Mystic can learn the following skills in half the time: Life Bond, Life Web, Inhabit Object, Instinctive Astrogation, Transfer Force.
Uncanny Dodge: When making a Dodge against an attack a Jedi Mystic has the uncanny ability to know that an attack is coming and therefore gains a +1D bonus to his Dodge roll.
Rank Bonuses: A Jedi Mystic gains a bonus every time he ascends in the Jedi ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Mystic gains +1D to Life Sense. At Apprentice the Jedi gains Postcognition for free. At Journeyman the Jedi gets Farseeing for free. At Knight the Jedi gets Accelerate Another’s Healing for free. Finally, at Master the Jedi gets +1D to Emptiness.

Jedi Pilot
Requirements: Space Transports or Starfighter Piloting, Starship Gunnery, Sense Force
Special Ability:
Accelerated Skill Learning: A Jedi Pilot can learn the following skills in half the time: Instinctive Astrogation, Sensors, Space Transports, Starfighter Operation, and Starship Shields.
Battle Meld: As a Jedi Pilot you are able to form a Battle Meld with any other Jedi piloting in the same battle as you. Each pilot in the meld receives +1D to Piloting rolls, as well as +2 to Gunnery rolls. Requires Projective Telepathy.
Rank Bonuses: A Jedi Pilot gains a bonus every time he ascends in the Jedi ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Pilot gains +1 to either Starfighter Piloting or Space Transports and +2 to Starship Gunnery skill of his choice. At Apprentice the Jedi gains Danger Sense for free. At Journeyman the Jedi gets Starship Combat for free. At Knight the Jedi gets +1D to Space Transports, Starfighter Piloting, or Starship Gunnery. Finally, at Master the Jedi gets +1D to Danger Sense.

Jedi Shadow
Requirements: Life Detection, Search, and Sense Force
Special Ability:
Accelerated Skill Learning: A Jedi Shadow can learn the following skills in half the time: Block Force Sense, Hide Force Sensitivity, Search, Sneak, and Survival.
Infiltrate Sect: As a Jedi Shadow you can infiltrate sects of Force Adepts, particularly Dark Side sects. When infiltrating you gain +2 to Persuasion and +1D to Cultures. Requires Block Sense.
Rank Bonuses: A Jedi Shadow gains a bonus every time he ascends in the Jedi ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Shadow gains +1D to Life Detection. At Apprentice the Jedi gains Life Sense for free. At Journeyman the Jedi gets Force Track for free. At Knight the Jedi gets +1D to Force Track, Search, or Sneak. Finally, at Master the Jedi gets +1D to Force Track.

Jedi Weapons Master
Requirements: Lightsaber, Life Detection, Melee Combat
Special Ability:
Accelerated Skill Learning: A Jedi Weapons Master can learn the following skills in half the time: Alchemy, Blaster, Blaster Repair, Firearms, and Thrown Weapons.
Exotic Weapons Proficiency: At Journeyman, Knight, and Master a Jedi Weapons Master gains a specialty skill for a particular weapon (example: Lightsaber: Lightwhip, or Melee Combat: Sith Lanvorak). This specialty skill can only be learned if the Jedi has the original, unmodified skill (Can’t learn Blasters: E-11 without having Blasters).
Rank Bonuses: A Jedi Weapons Master gains a bonus every time he ascends in the Jedi ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Weapon Master gains Lightsaber Combat. At Apprentice the Jedi gains Sword Combat for free. At Journeyman the Jedi gets Danger Sense for free. At Knight the Jedi gets Enhance Attribute for free. Finally, at Master the Jedi gets +1D to Lightsaber.

Jensaarai Defender - This class can only be used with permission of the Jedi Praxeum Commanding Officer.
Requirements: Armor Repair, Life Detection, and Concentration
Special Ability:
Accelerated Skill Learning: A Jensaarai Defender can learn the following skills in half the time: Absorb/Dissipate Energy, Force Lightning, Force of Will, Life Sense, Lightsaber Combat.
Defend Another: When defending another being the Jensaarai suffers no penalties for lacking the Defend DEX skill.
Rank Bonuses: A Jensaarai gains a bonus every time he ascends in the Jensaarai ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Defender gains +1D to Armor Repair. At Apprentice the Jensaarai gains Alchemy for free. At Journeyman the Jensaarai gets Danger Sense for free. At Knight the Jensaarai gets Force Alchemy for free. Finally, at Master the Jensaarai gets +1D to Alchemy.

Minor Jedi
Requirements: Dodge, Life Detection, Sneak
Special Ability:
Accelerated Skill Learning: A Minor Jedi can learn the following skills in half the time: Blaster, Lightsaber Repair, Melee Combat, Starfighter Piloting, and Starship Gunnery.
Untrained Telekinesis: Despite your decided lack of training in Telekinesis, you can still use it… sometimes, if you try hard enough. You’re not very good with it, but you can use it with a penalty of –1D to your TK roll. If you successfully use TK three times (beating a DC of Moderate (11)) than you automatically gain the power for free.
Rank Bonuses: A Minor Jedi gains a bonus every time he ascends in the Jedi ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Minor Jedi gains +2 to Sneak and +1 Dodge. At Apprentice the Jedi gains Sense Force for free. At Journeyman the Jedi gets Lightsaber Combat for free. At Knight the Jedi gets Danger Sense for free. Finally, at Master the Jedi gets +1D Blaster.

Rogue Jedi
Requirements: Life Detection, Lightsaber, Sneak
Special Ability:
Accelerated Skill Learning: A Rogue Jedi can learn the following skills in half the time: Blaster, Hide, Space Transports, Starfighter Piloting, and Starship Gunnery.
Illusionist: You rejected the Jedi Code and struck off on your own to figure out the true path of the Force. During your travels you realized that the Force could be used to show illusions to the weak minded. You became enamored with this skill and once you learned to affect the mind of another you discovered that you too could use this skill. When your character gains Affect Mind he also gains +1D when creating illusions.
Rank Bonuses: A Rogue Jedi gains a bonus every time he ascends in the Jedi ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Rogue Jedi gains Lightsaber Combat. At Apprentice the Jedi gains +1D to Sneak for free. At Journeyman the Jedi gets Life Sense for free. At Knight the Jedi gets Danger Sense for free. Finally, at Master the Jedi gets +1D Sneak.

Sith Acolyte - This class can only be used with permission of the Jedi Praxeum Commanding Officer.
Requirements: Alchemy, Enhance Attribute, and Concentration
Special Ability:
Accelerated Skill Learning: A Sith Acolyte can learn the following skills in half the time: Block Force Sense, Enhance Skill, Hide Force Sensitivity, Life Sense, Sense Force.
Control Others: Sith Acolyte’s have a natural ability to control the minds of others, twisting them to their will. Basically this means that the Acolyte gains +1D to Affect Mind. Requires Affect Mind.
Rank Bonuses: A Sith Acolyte gains a bonus every time he ascends in the Sith ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student an Acolyte gains +1D to Alchemy. At Apprentice the Sith gains Force Alchemy for free. At Journeyman the Sith gains Sith Alchemy for free. At Knight the Sith gains +1D to Persuasion or gets Persuasion for free. Finally, at Master the Sith gains +1D Sith Alchemy.

Sith Warrior – This class can only be used with permission of the Jedi Praxeum Commanding Officer.
Requirements: Absorb/Dissipate Energy, Channel Energy, Lightsaber
Special Ability:
Accelerated Skill Learning: A Sith Warrior can learn the following skills in half the time: Bolt of Hatred, Force Lightning, Kinetic Release, Melee Combat, Resist Stun.
Sith Martial Arts: Sith Martial Arts was developed to counter Battlemaster Martial Arts during the early wars against the Jedi. This ability adds +1D to Brawling and +2 to Brawling Parry.
Rank Bonuses: A Sith Warrior gains a bonus every time he ascends in the Sith ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student a Warrior gains +1D to Channel Energy. At Apprentice the Sith gains Lightsaber Combat for free. At Journeyman the Sith gets Jedi Martial Arts for free. At Knight the Sith gets +1D to Jedi Martial Arts. Finally, at Master the Sith gets Repel Force Lightning.

Socorran Templar
Requirements: Melee Combat, Melee Parry, Sense Force
Special Ability:
Accelerated Skill Learning: A Socorran Templar can learn the following skills in half the time: Block Force Sense, Combat Sense, Directional Orientation, Force Track, Hide Force Sensitivity, Predict Natural Disaster, Sense Weakness.
Decelerated Skill Learning: A Socorran Templar isn’t well versed in the ways of Sith and therefore requires two times the normal learning time for the following skill: Lightsaber, Sith Alchemy.
Advanced Desert Survival: The Socorran Templars have survived in the harsh deserts of black sand on Socorro for 3000 years and they’ve grown used to it’s harsh landscape. The Templars have nearly made an art form out of using the Force to survive Socorro’s deserts and therefore, whenever a Socorran is in a desert and has access to the Force he gains +1D to Survival: Desert.
Rank Bonuses: A Socorran Templar gains a bonus every time he ascends in the Templar ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student the Templar gains Life Detection. At Apprentice the Templar gains Danger Sense. At Journeyman the Templar gains Sword Combat. At Knight the Templar gains +1D to Brawling or they get the Brawling skill for free. Finally, at Master the Templar gains +1D to Melee Combat.

Ysanna Tribesman
Requirements: Firearms, Melee Combat, Telekinesis
Special Ability:
Accelerated Skill Learning: A Ysanna Tribesman can learn the following skills in half the time: Absorb/Dissipate Energy, Accelerate Healing, Accelerate Another’s Healing, Enhance Skill, Lesser Force Shield, Resist Stun.
Decelerated Skill Learning: A Ysanna Tribesman isn’t well versed in the ways of Sith and therefore requires two times the normal learning time for the following skill: Sith Alchemy.
Advanced Ballistakinesis: The Ysanna mastered the technique of using small objects as high-speed projectiles and the skill is popular among the Ysanna Tribesman. When using Ballistakinesis the Ysanna gains +1D to his attack roll.
Rank Bonuses: A Ysanna Tribesman gains a bonus every time he ascends in the Ysanna ranks. This bonus could be a free skill, increased skill in certain areas, etc. At Student the Ysanna gains Melee Parry for free. At Apprentice the Ysanna gains Force Throw. At Journeyman the Ysanna gains Ballistakinesis. At Knight the Ysanna gains +1D to Firearms. Finally, at Master the Ysanna gains +1D to Melee Combat.

Gray Jedi Limitations

Level 1 (Students) - Cannot become Gray, must choose Light or Dark.
Level 2 (Apprentices) - Can become Gray if succeed on Will roll, must maintain balance within 5 points.
Level 3 (Journeymen) - Must maintain balance within 10 points.
Level 4 (Knights) - Must maintain balance within 15 points.
Level 5 (Masters) - Must maintain balance within 20 points.

7- Jedi Training Groups
I’m bringing back the Training Groups for the Jedi Praxeum and I’ve taken it upon myself to organize the training groups. If you have a problem with someone you’re to instructor or your instructor, inform me and I’ll move you.

Randy Starkiller
Padawan: Robert Jensen
Padawan: Michael Raven
Toran Celd
Renan Darillia

Jacob Messi (Randy Starkiller)
Padawan: Kevin Pryde

Davin Kabak
Padawan: Alexis Caelli
Zeon Terrik (Rahj Tharen)
Castin Jaheran
Eric Wunderlin

Cay-Qel Jade
Boid Reaves
Patrick Blastfire
Marcus Varus
Tobian "Beany" Kentaas

8- Jedi Campaign
The current Jedi Campaign is Darkness 2 and the sims are Saturday @ 5:30 pm EST and Sunday @ 3:30 pm EST.

9- Note to ABG Members
If you have an idea for a Jedi rule, go to http://www.rebelsquadrons.org/bbs2/board.php?id=31 and post it. All submissions are welcome.

10- Medals and Promotions
Just one promotion this week, a long overdue one.

Commander Cay-Qel Jade, step foreward please. For your devotion to this Fleet and to Jedi Praxeum, I hereby promote you to the rank of Lieutenant Colonel. Stay active and God speed.

Closing
Well, that does it for this newsletter. Until next time, it’s been fun.

P.S. Jedi Council members need to discuss issues at hand, dammit.

Lieutenant Commander Randy Starkiller
ABG XO
Jedi Praxeum
- Commanding Officer
- - Jedi Council
- - - Commanding Officer
Jackal Wing
- Executive Officer
Scourge Wing
- Bridge Crew
- - Commanding Officer

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