Special Rules

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Rank

As the PCs advance in Level they will attain Higher and Higher Ranks among the Jedi. there are three different kinds of Jedi, Crusaders, Sentinels, and Councilors. There are corresponding ranks for each kind of Jedi. the chart below list the titles and the levels at which those are obtained.

Rank Rank Rank Levels
Starting Level Youngling Youngling Youngling 0
Padwan Padwan Padwan 1-2
Choice Level Apprentice Apprentice Apprentice 3-4
Apparent Apparent Apparent 5-6
Variant Level Knight Aid Sentry 7-9
Kent Adviser Centurion 10-12
Designation Level Crusader Councilor Sentinel 13-15
Master Master Master 16-18
Epic Level Grand Master Grand Master Grand Master 19-20

At the Rank of Apparent a Jedi should finalize his decision as to which designation he will be. Also at this time the Jedi should begin working on making his Bastard Sword. It is a long standing tradition for Jedi to make their blades at this time. What they make it out of and what it is used for is never determined for them. Some Councilors have been known to make their swords out of sheets of paper with Koans written on all sides of them. Crusaders might use the teeth or bones of a monster they have killed. This is true of lord Crusader Hoth who used a scalamagdrion hide on his sword’s handle. It is also perfectly fine to make a completely normal sword. Headmaster Louis made one that was in most ways normal when he reached this Rank, and to this day he uses it, even more then the special sword that he made upon founding the Academy at Yavin. There are no restrictions on the blade that the Apparents make, and they may receive help form blacksmiths, Artist, Carvers, Enchanters, other Jedi, miners, and, other Crafters. The Jedi must however not just buy the services of a weapon smith. The least the Apparent can do is go to a mine and help mine the ore, take it to a weaponsmith and help him (usually by shoveling coal or manning the billows). After this the Jedi is to find and acquire animal hides and help a Tanner turn it into leather. After wrapping the handle, the Jedi may declare this task complete. Of course if he wishes this could be a much longer running task and could be far more complex. This blade is to be an expression of the Jedi. What it looks like and how it’s made are only limited by the Jedi’s imagination. A Jedi cannot progress to a higher rank until this is finished.
At current there is only one Grand master. He is the headmaster at Odysseus. There are 6 Master Jedi. Headmaster Louis of Yavin, Master Samuel, Master Joebeen of Council city, Master Orlin who’s location in unknown, Master Frederic Grey-Elf of Haven, and Magnus Steelhammer of Boulder. There are many Jedi of all the lower ranks.

Tactics

When a player uses a weapon proficiency slot to purchase (5) tactic points, he may then use those tactic points to learn skills from friendly NPCs, or teach himself after 7th level (if he has seen it used in combat).

There are seven different forms of Tactics. They are in order
1 General,
2 Refinement,
3 Defensive,
4 Acrobatic,
5 Reactionary,
6 Greater General, and
7 Power.
Each tactic is placed in one of these forms. Abilities in Form 1, General, are available to all Jedi. Forms 2, 3, and 4, (Refinement, Defensive, and Acrobatic respectively) abilities are available to Jedi of Padwan rank and greater. Forms 5 and 7 (reactionary and power) are available to Jedi of the Knight/Aid/Sentry rank and greater. Form 6, Greater general is only available to Jedi of Crusader/Councilor/Sentinel rank and greater.

All these forms are different in their own ways. So to use them the Jedi must be of the proper mind set. To enter the forms the Jedi must do the following for at least one round.
General: Just attacking, spell casing or moving.
Refinement: Hold one action and only use your Sword.
Defensive: guard with all attacks or parry.
Acrobatic: keep in motion. (This may be running/walking in circles or pacing).
Reactionary: guard with all attacks or parry.
Power: psych himself up. Beat on his chest, channel all his hate and love into his current action. (Wild fighting will also work for this)
When in each form the Jedi must act as follows. He may also use abilities from that form.
General: May take any normal action (Attack, Guard, cast spell, use Psyonic power, ect)
Refinement: only use his swords or offensive magic.
Defensive: only guard, parry, or use defensive magic.
Acrobatic: must move before attacking. The Jedi should avoid being locked to one opponent.
Reactionary: only guard, parry, or use defensive magic.
Power: outpour powers every round. The Jedi must use offensive tactics or powers every turn.
To exit a Form the player must revert to General form before beginning to enter another form.
At the Rank of Crusader/Councilor/Sentinel you will be able to access form 6, which will allow you to use abilities from forms 1-5 without need to switch forms.

(A cautionary note to all Jedi) form seven requires a great amount of physical and mental energies. Some Jedi have even been known to drop dead after using it for too prolonged a time. Crusader Hoth is an example of this. It is rare but should still be guarded against.

A list of know tactics can be found here

The remaining tactics can be found here

Spelljamming

As complicated as spell jamming can be, a simple set of rules may be found here.

Critical Fail

When you roll a one (1) in combat on a d20 roll, roll on the following table to see the result.

1: Enemy gets free attack at your rear AC
2: Enemy gets free attack at your rear AC
3: Enemy gets free attack at your shieldless AC
4: Enemy gets free attack at your Surprised AC
5: Enemy gets free attack
6: Loose remaining attacks this round
7: Strike self for full damage
8: Strike self for half (1/2) damage
9: Break weapon
10: drop weapon: 1d8 to determine direction
_______1: Front left ______5: Left side
_______2: Front center___6: Rear left
_______3: Front right_____7: Rear center
_______4: Right side _____8: Rear right
11: Hit ally full damage (refer to 7 if no ally is near)
12: Hit ally half (1/2) damage (refer to 8 if no ally is near)
13: Location specific (refer to 10 otherwise)
14-20: Just miss

DM and Player Interactions

The DM is a voiceless narrator. He is also the controller and voice of all NPCs. He cannot advise the players. He cannot directly control the players. He is not your ally. He is not your enemy. He is there to present a story. He will not coddle you.

The players and DM might disagree at times, this is normal. The player may plead his case, but the DM always has the final word. This is not intended to be mean, it’s just assures fairness.

Between sessions feel free to contact the DM. At this time you can talk out of character about the Campaign, your character, and other elements of the game.

If PCs die, this is not to be blamed on the DM. If the DM believes himself to be at blame (by more than simply introducing story elements) he will make the situation right. The DM is sorry for your loss.

Special Rules

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