All PCs will be graduates of the Jedi academies of Yavin or Odysseus, or of a similar religious or institutional order (Force Adepts, Followers of Heironeous, Alliance Academy, ect.) that accepts the force as the makings of all things.
Stats will be rolled using “Linn’s Method” (best 3 dice of 4d6, re-roll 1’s, discard lowest for each stat). One roll set per player, please.
All reasonably intelligent natives of the Prime Material Plane may be permitted as player races. The DM will make judgements on a case by case basis. To increase the likelihood of your race choice being permitted, you should find a write up for that race made by TSR or by a fan (including yourself).
All characters start at level one. Multi-class characters start with both classes at level one.
There are no level caps for any races.
A Player character may be a Fighter, Paladin, Ranger, Wizard, Cleric, Druid, Shaman, Witch Doctor, Thief, Bard, or Barbarian. Duel and multi-classed characters may be of any of the above classes as long as it it allowed to their race. In addition to the above listed rules Orcs may use any of the rules from the Complete Book of Orcs (See your DM for more information).
Pcs may be of any lawful or good alignment, additionally they may be true neutral. As a side note, please remember that force practitioners may not be chaotic in alignment. Jedi may not be evil or chaotically aligned.
1 slot, Warrior,Constitution, no modifier
When trained in armor and wearing it, it only counts as half its weight. This does not stop the fatigue of wearing armor for long periods of time.
2 slots; Rogue Charisma, +2 modifier
This proficiency allows the character to use popularly known methods of predicting the future
to perform a divination. The character has no way to predict the real future using this proficiency, but he can put on a convincing show. He might even get lucky and actually be right! On a successful proficiency check, the character is able to convince his customer that the divination is real. (Player characters must make an Intelligence check on 4d6 to recognize the fortune teller as a charlatan.) The character must make up the fortune; there is no magic associated with this proficiency. For example, Emile the Aperusa is trying to scrape up a few coins to buy himself dinner. He sets up his palmist’s booth on the outskirts of the market, and soon the wife of a wealthy merchant comes by. Emile offers to tell the woman’s fortune and will not accept payment unless she believes his tale. Emile then takes the woman’s hand, staring intently at her. He tells an elaborate tale of the woman’s future, making several references to a dark-eyed stranger who will fill her nights with passion. He then makes a proficiency check. He succeeds, and the woman tosses him a small pouch containing silver— and the location of her villa.
1 slot; General Intelligence, no modifier
The knowledge of heraldry enables the character to identify the crests and symbols that denote different persons and groups. In space, this is a matter of interpreting the decorations and pennants on ship hulls, knowing the various types of ships and which races use them. Thus, on a successful Heraldry (Space) proficiency check, the character could identify the pennant at the mast of a nearby hammership as that of the dread captain Clive the Fearsome of Realmspace.
1 slot; Rogue Dexterity, no modifier
This proficiency represents a knack for grabbing the best loot in the shortest time. It is most useful in seizing treasure from a spelljamming vessel that is breaking up or about to plunge into an atmosphere. If the character’s proficiency check is successful, he is able to recognize and stuff into his pack the most valuable combination of items, given the limitations of time and space.
1 slot; Wizard/Priest Intelligence, -2 modifier
The character has learned the art of navigating through wildspace, avoiding hazards and using planetary motion to improve speed over long journeys. A successful proficiency check allows the character’s spelljamming vessel to arrive at its wildspace destination 10% faster than normal. Thus, if it would take 10 days to make the trip normally, the character can steer a course that will take only nine days. An unsuccessful proficiency check indicates that no time is saved; on a roll of 20, travel time increases by 20%.
1 slot; Wizard/Priest Intelligence, -2 modifier
This is the art of navigating from one sphere to another, a separate skill from navigating within a single crystal sphere. It is a difficult and risky activity, but it is sometimes necessary when an planetary locator is not available. A spelljamming ship that enters the Flow normally moves randomly, arriving at some other crystal sphere within 10-100 days. With a successful proficiency check from the ship’s navigator, the ship arrives at the chosen destination within that time. Of course, the destination must be one that is normally reachable; if there is no path from the current sphere to the desired one, a successful check on this proficiency will not create one. If the proficiency check is failed, the ship arrives at a random sphere. (The DM should make the proficiency roll so that the player does not know if he succeeded or not.) On a natural 20, the ship drifts in the phlogiston for 20-200 days; such ships may be in grave danger of exhausting their air supply before returning to a random crystal sphere.
1 slot; General Intelligence, no modifier
Characters with this proficiency have cultivated exceptionally acute powers of observation. The DM may ask for a proficiency check (or secretly roll one) anytime there is something subtly wrong. He may also allow characters with this proficiency to increase their chances of finding secret or concealed doors by 1 in 6 (even characters who are not elves or half-elves have a 1 in 6 chance using this proficiency). This proficiency covers all of the senses.
2 slots; Wizard/Priest Intelligence, -1 modifier
A character with the planetology proficiency has studied the various types of planets that may be found within crystal spheres. He is able to identify signs of groundling civilization from space and can determine the climate and probable inhabitants of a world by studying it for a short time (and making a successful proficiency check).
1 slot; General Dexterity, +1 modifier
This character is knowledgeable regarding techniques for ship construction and repair. He can design and build ships of all types, with a proficiency check being required for unusual features only. The character can perform routine maintenance on spell-jamming vessels, including repairing sails and caulking the hull, without a proficiency check. A shipwright need not have other workmen to finish small vessels, but larger vessels require crews of shipwrights and other laborers to build or repair. A character with the shipwright proficiency is considered a “trained worker” for the purpose of ship repair. This proficiency is relevant for ship repairs of all types. (See the Concordance of Arcane Space, Chapter 4, for more details on ship repair.)
1 slot; General Intelligence, +2 modifier
This proficiency gives the character the ability to use signaling equipment to send complex messages across wildspace. While any character can use a red smoke grenade to signal danger, a character with this proficiency can send coded messages to other ships using a signaling mirror, light, or flags. The signal transmitted by this proficiency will cross up to 10 miles in wildspace, although it must travel in a straight line. A skilled signaler can send as many as 10 words each combat round. To send a message and have it understood, the sender and receiver must both have signaling proficiency and both must roll proficiency checks. If both succeed, the message is understood perfectly. If one fails, the message is distorted, but in an obvious way, so that it can be retransmitted next round. If both checks fail, or if either rolls a natural 20, an erroneous message is received and accepted with a meaning opposite to that intended.
1 slot; General Wisdom, no modifier
This proficiency provides the character with the ability to slow his respiration so that he consumes air more slowly. On a successful proficiency check, the character drops into a trance during which he consumes air only one-tenth as quickly as normal. For example, the Dread Pirate Luigi is accidentally thrown overboard. Normally, Luigi carries enough air in his personal air envelope for 2-20 turns. However, he is afraid that his crewmen did not notice him falling overboard (as they were all rather drunk at the time), and he wants to preserve himself for as long as possible. If Luigi makes a successful slow respiration proficiency check, his air envelope will last 20-200 turns, greatly improving his chances of being rescued while he is still alive.
Starting the trance takes one turn. Should the proficiency check fail, the character consumes a normal amount of atmosphere for that turn but may attempt to use this proficiency again on the next turn (so long as air remains). If Luigi misses the proficiency check on his first turn but is successful on the second turn, his air envelope will last 11-191 turns (one turn for the turn he missed, plus 10-190 turns for the 1-19 turns of normal breathing he had left, times 10 for his lowered respiration). The character is unable to take any action while in the air-preserving trance. However, the character is still aware of everything that is going on and can return to full consciousness in a single round.
1 slot; General Dexterity, +1 modifier
The character with this proficiency is familiar with spelljamming ships. He is qualified to work as a crewman, although he cannot actually navigate. Trained spacemen have general knowledge of all parts of their ship, can recognize the insignia of all ship’s ranks, know basic information about air consumption, gravity plane orientation, and phlogiston safety, as well as being trained to perform common shipboard tasks. Crews of trained spacemen are necessary to manage any spelljamming ship.
2 slots; Wizard/Priest Intelligence, -2 modifier
Characters with the spelljamming proficiency are experts at manipulating a spelljamming helm to maneuver a vessel. Any spell-caster can operate a helm, but this proficiency provides additional benefits.
• The character can boost the SR of his ship by 1 with a successful proficiency check. This boost lasts only one SPELLJAMMER® campaign combat turn.
• The character can boost the maneuverability of his ship with a proficiency check. This boost lasts only one turn. A character cannot boost both the speed and maneuverability of his ship at the same time.
• The character gains a -1 to his die rolls to determine which vessel gets initiative each turn.
In order to use these benefits, the character must be operating the ship’s spelljamming helm. Bystanders cannot help, regardless of their proficiency.
1 slot; Warrior/Priest/Rogue Intelligence, -2 modifier
A character with zero-gravity combat proficiency is skilled at fighting in the absence of gravity. The character suffers a +3 penalty on initiative rolls and a -1 penalty on all attack rolls (as compared to a +6 initiative penalty and a -2 attack roll penalty for characters without this proficiency; see the Concordance of Arcane Space, Chapter 1). Furthermore, the character retains the ability to use special combat abilities, such as martial arts, while drifting in space. Finally the character can roughly steer his course in space by throwing objects away from him and by shifting toward large objects. He cannot control his speed, however, and can only slightly affect his course.
Weapon specialization and Further specialization is only permitted to single class Fighters, unless a feature of a particular kit or priesthood overrides this rule. The limit of further specialization is listed on the chart below. The Level requirement and Wisdom requirement listed are a one or the other situation, thus you must either be of level 20 or Wis 17 to specialize a fifth time in a given weapon.
|Expertise level||Lvl available||Wis required|
A weapon proficiency may also be spent to purchase five (5) Tactic Points these points may be spent to learn tactics (see special rules)
Starting gold is rolled as listed in the players handbook.
Additional money can be gained by writing a back story. The rate is 1gp per line of text (times new roman, 12 font size.) the maximum amount of gold that can be acquire in this way is 200gp. To get this rate you must hand in the back story before the second session. After the second session the rates are as follow:
After the 6th session there is no reward for handing in the back stories.
Starting equipment can be purchased from the Players Handbook and the Arms and Equipment Guild. All players will get a Bastard sword for graduating.
The must players adhere to the force as their deity, whether as a Jedi or another facet of the force. Or they may worship another god whose primary sphere is one of All, Healing, Law, Divination, Astral, Combat, Guardian, or Thought, so long as they also believe that all things, even the gods, are made up of the force.
Everyone has home town. To determine on what planet your home town is on, design your character and the general information of you town. From there speak with your DM to determine your planet of origin.
All PCs receive one wild talent. This is rolled randomly as listed in the Psionics handbook.