Master
“Do. Or do not. There is no ‘try’.”
Jedi Masters are the stuff of legend- wise, powerful, considerate, noble. A heavy responsibility. In this game, taking a Master does not make you Mace Windu. Instead, a Master choice is that of an older Jedi (not pensionable, but certainly getting on) who has retired from active service. He's not even on the Council- he's done his part and wanted to spend the rest of his life in quiet contemplation and maybe a little training of others. But for whatever reason, he's gone back to his Jedi life- some incident has pulled him back, or the Force has made it clear to him he is neeed. The Jedi Master is no longer at his prime, but despite this has a formidable array of skills, combat and force powers. His true weakness is his body- it just cannot take it any more. Fitter than any normal, person his age, nonetheless, this kind of running about under fire is a young man's game. A Master brings great power (and great responsibility), but is very fragile if things go wrong.
STATS
Strength: 2
Agility: 3
Dexterity: 3
Defence: 1
Willpower: 4
Intelligence: 3
Charisma: 3
Perception: 3
Force Rating: 10
Force Attack: 8
Force Defence: 2
Add one either to Agility or Dexterity.
Allocate four points amongst Intelligence, Charisma and Perception (max 5)
SKILLS
Lightsabre: 10 (total pool)
Jedi Lore: 4 (Fixed)
Spend 5 points amongst the following (max 4). Remove any skills left at 0.
Languages: 3
Leadership: 3
Savoir-Faire: 2
Persuade: 1
Observation: 1
Medicine: 1
Combat: 1
Survival: 1
Law: 0
FORCE POWERS: Push/Pull, Sense, Intuition, Swiftness, Leaping; choose 13 others
BLADE SCHTICKS: 4
MERITS: Jedi Knight. Choose 3 others.
Alien Master: The Master may take one fewer Blade schtick in order to take an Alien schtick. This may not be from the Physical class.
Chosen by the Council- The authority and expectations of the Master's 'Jedi Knight' Merit is greatly increased.
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Devout
“A Jedi's strength flows from the Force.”
Many Jedi are human, Many others are species very comparable to humans. Some are more exotic, with alien attributes that make them clearly different. The Devout is one such alien Jedi. However, his culture is just as distinctive as his biology. The Devout comes from an ancient alien race that has long had an association with the Force. his may be a biological association that means his race is force sensitive and produces an unusually high amount of Jedi, or it may simply be that his culture fully embraces the tenets of the Light Side (much will depend on which Alien schticks you
choose)
Regardless, the Devout's race takes these beliefs exceptionally seriously by default, and as a Jedi his dedication is total- indeed, likely the biggest problem with training a Devout was preventing him becoming fanatical. The Devout is determined to excel in all areas and his enthusiasm may need to be tamed. Nonetheless, he is noticeably competent with both the Force and matters martial, and whilst he is young and inexperienced, his alien physiology gives him unusual advantages.
STATS
Strength: 2
Agility: 2
Dexterity: 2
Defence: 1
Willpower: 4
Intelligence: 2
Charisma: 2
Perception: 2
Force Rating: 7
Force Attack: 7
Force Defence: 1
Allocate six points amongst Strength, Agility and Dexterity (max 5)
Allocate six points amongst Intelligence, Charisma and Perception (max 5)
SKILLS
Lightsabre: 9 (total pool)
Combat: 2 (Fixed)
Spend 4 points amongst the following. (max 4). Remove any skills left at 0.
Jedi Lore: 3
Languages: 1
Leadership: 1
Medicine: 1
Observation: 0
Fix-it: 0
Intrusion: 0
Intimidation: 0
FORCE POWERS: Push/Pull, Sense, Intuition; choose 10 others
BLADE SCHTICKS: 2
ALIEN SCHTICKS: 2
Choose one additional Blade or Alien schtick
COMBAT SCHTICKS: 3
MERITS: Jedi Knight. Choose 3 others
Traditional Beliefs: The Devout is absolute in his devotion to the Force and the Jedi Order and will not defy the Jedi Council, even if there is story advantage in doing so
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Ronin
“Without the approval of the Council if I must.”
The Knight without a Master... the Ronin is a highly experienced agent, much like the Adventurer, but one who no longer takes orders from the Council. The Ronin was almost certainly once a Knight, and has left the Council most likely after some argument. Maybe the lawyers meant the bad guy got away after an otherwise successful mission. maybe one too many corrupt politicians were behind a plot, and they got away scot free whilst the Ronin could only deal with the
underlings. Maybe the Ronin objects to the entire direction the Order has taken. Regardless, he has taken leave of his office, but not of the responsibilities he feels.
The Ronin has the same breadth of Galactic experience as an Adventurer. He's a bit more aggressive with the sabre, a little less calm with the Force.
STATS
Strength: 2
Agility: 2
Dexterity: 2
Defence: 1
Willpower: 4
Intelligence: 2
Charisma: 2
Perception: 2
Force Rating: 7
Force Attack: 7
Force Defence: 1
Allocate six points amongst Strength, Agility and Dexterity (max 5)
Allocate six points amongst Intelligence, Charisma and Perception (max 5)
SKILLS
Lightsabre: 9 (total pool)
Combat: 2 (Fixed)
Spend 5 points amongst the following. (max 4). Remove any skills left at 0.
Savoir-Faire: 2
Languages: 2
Survival: 2
Intimidate: 1
Leadership: 1
Medicine: 1
Fix-it: 1
Jedi Lore: 1
Observation: 1
Intrusion: 0
Sabotage: 0
Persuade: 0
FORCE POWERS: Push/Pull, Sense, Intuition; choose 8 others
BLADE SCHTICKS: 4
COMBAT SCHTICKS: 3
MERITS: 4
Life amongst the Stars: A Ronin chooses one of the following skill/schtick packages
A. Man of all Talents: Guns 2, Pilot 2, allocate an extra point to skills (from the list above)
Choose 1 Pilot and 1 Gun schtick
B. Wandering Ace: Pilot 4, choose 3 Pilot Schticks
C. Gunman: Guns 4, choose 3 Gun Schticks
Renegade- The Ronin can expect hostility from NPC Jedi and may be treated with suspicion by people if his status becomes known to them.
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Freelancer
“He’s got to follow his own path. No-one else can choose it for him.”
The Freelancer isn't much good as a Jedi. Not that he is in any way ill-intentioned, he is just inattentive, indisciplined and really doesn't like working with officialdom. Like a Swordsman, he is very young (perhaps never worked as a Knight) and extremely good in a fight (and lacking the whole Jedi vibe, doesn't object to using a gun either).
He lives his life now drifting from place to place, offering his martial skills to whatever cause he finds- though being a Light Sider, he won't work for obviously evil ones. In return, he asks for enough money to get by, the thrill of winning a fight being his other reward. His studies in the Force are perhaps the least complete of any character, but compared to a Swordsman he is drastically more skilled, having experienced some of what the Galaxy has to offer.
STATS
Strength: 2
Agility: 2
Dexterity: 2
Defence: 1
Willpower: 4
Intelligence: 2
Charisma: 2
Perception: 2
Force Rating: 5
Force Attack: 7
Force Defence: 1
Allocate six points amongst Strength, Agility and Dexterity (max 5)
Allocate five points amongst Intelligence, Charisma and Perception (max 5)
SKILLS
Lightsabre: 9 (total pool is 10 due to template ability)
Combat: 4 (Fixed)
Spend 4 points amongst the following (max 4). Remove any skills left at 0.
Guns: 2
Languages: 1
Savoir-Faire: 1
Leadership: 1
Medicine: 1
Survival: 1
Jedi Lore: 0
Observation: 0
Fix-it: 0
Intrusion: 0
Intimidation: 0
FORCE POWERS: Push/Pull, Sense, Intuition; choose 5 others
BLADE SCHTICKS: 4
COMBAT SCHTICKS: 6
MERTIS: 4
Born to Fight- A Freelancer gets a bonus die to all Lightsabre rolls.
Renegade- The Ronin can expect hostility from NPC Jedi and may be treated with suspicion by people if his status becomes known to them.
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Solitaire
“If you would just follow the Code you would BE on the Council!”
A Renegade Master- and so a bit of a puzzle.
The Solitaire left the Council at some point in his Jedi Career, and his relationship with them has been rocky. But on the other hand, the Solitaire thrived, and gained wisdom, and to a a certain extent reigned in his rebellious instincts, and eventually the Council awarded him the title of Master, as befitted his skills and abilities.
The Solitaire still had some of that independent and rebellious streak, though tempered by experience and wisdom. He achieved some things that the Jedi couldn't do, he took missions from them and even, if appropriate, trained Padawans for them.
Based very much on Qui-Gon Jinn, the Solitaire straddles the world of the Renegade and the Knight, sometimes being one and sometimes the other. Sometimes his instinctive wisdom gives him insight even the Council doesn't have- but sometimes his reckless nature causes unnecessary trouble. The Council both respect him and are exasperated by him, a feeling that
goes both ways...
Like all Masters in this game, the Solitaire is an aged and retired agent, recently returned to Galactic affairs.
STATS
Strength: 2
Agility: 3
Dexterity: 3
Defence: 1
Willpower: 4
Intelligence: 3
Charisma: 3
Perception: 3
Force Rating: 10
Force Attack: 8
Force Defence: 2
Add one either to Agility or Dexterity.
Allocate four points amongst Intelligence, Charisma and Perception (max 5)
SKILLS
Lightsabre: 10 (total pool)
Spend 5 points amongst the following (max 4). Remove any skills left at 0.
Jedi Lore: 3
Languages: 3
Leadership: 3
Savoir-Faire: 3
Survival: 2
Persuade: 1
Observation: 1
Medicine: 1
Combat: 1
Intimidation: 1
Lying: 0
Intrusion: 0
FORCE POWERS: Push/Pull, Sense, Intuition, Swiftness, Leaping; choose 13 others
BLADE SCHTICKS: 4
MERITS: 4
Alien Master: The Solitaire may take one fewer Blade schtick in order to take an Alien schtick. This may not be from the Physical class.
Respected by the Council- A Solitaire has no legal authority or voice in Jedi affairs but he is still a respected figure in the galaxy.