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Jedi Knight O.C.C.
Jedi Knight O.C.C.
Any
character that is of selfish alignments may be corrupted and turned evil. Those of evil alignment are
considered to be Sith of the darkside.
Attribute Requirements: A minimum M.E. of 12, with an I.Q, M.A. and P.S of 10 or higher is required.
Combat Bonuses: +1 A.P.M., +3 to Initiative, +1 to Strike, +2 to Dodge, +2 to Pull Punch, and +1 to Roll
with Punch.
Power Category/Skills: Acrobatics (+15%), Gymnastics (+15%), Hand to Hand: Martial Arts, Land
Navigation (+10%), Languages: Two of choice (+20%), Law (+10%), Lore: Jedi (see description below),
Lore: Sith (see description below), Physical: Three of choice (+15%), Pilot: Two of choice (+5%),
Recognize Weapon Quality: Lightsabers only (+15%), W.P. Lightsaber (see description below).
Power Category/O.C.C. Related Skills: Select six skills at level one and one additional skill at level 3, 6,
9 and 12. All new skills start at a level one proficiency.
Communication: Any.
Domestic: Any.
Electrical: Basic only.
Espionage: Any (+10%), except Sniper.
Mechanical: Basic only.
Medical: Any, except Cybernetic Medicine and Cybernetic M.D.
Military: Any, except Cyberjacking (+5%).
Physical: Any (+10%).
Pilot: Any.
Pilot Related: Any.
Rogue: Any, except Cyberjacking (+5%).
Science: Any.
Technical: Any, except Cyberjacking (+5%).
Weapon Proficiency: Any.
Wilderness: Any.
Secondary Skills: Select six other skills at level one and one additional skill at levels 3, 6, 9, and 12. All
new skills start at a level one proficiency.
Special Skills/Techniques
The Jedi Knight possesses the following skills and techniques:
Resist Disarm Attacks: The Jedi Knight depends on his Lightsaber to defend himself. Therefore, the
Jedi has developed a skill and technique that reduces an opponents bonus to disarm by half, and
opponents without disarm bonus automatically fail unless they roll a Natural 19 or 20.
Combat Acrobatics: The Jedi Knight is constantly connected with the force, so he's developed the ability
to fight and strike even when moving and off-balance. No penalty to strike when moving.
Build and Repair Lightsabers: The ritual of constructing one's own Lightsaber was an integral part of
the Jedi's training, and involved not just the technological skills, but also a close attunement to the force
to create the device. A failed roll means the Lightsaber does not work when activated and will have to
start over from scratch. Base Skill: 40% + 5% per level of experience.
Lore: Jedi: This is the study of the History and the traditions of the Jedi order. Base Skill: 30% + 5%.
Lore: Sith: This skill determines how knowledgeable the Jedi Knight is in the various aspects of the Sith
order, which includes history, legends and/or philosophies. Base Skill: 15% + 5% per level of experience.
W.P. Lightsaber: The Lightsaber is a weapon that is only available to a Jedi Knight or the Sith. It takes
special training to weld a Lightersaber due to the unique balance of the saber, with all its weight in the hilt.
To weld a lightsaber was to demonstrate incredible skill and confidence, as well as a masterful dexterity
and attuned to the Force.
Bonuses:
Special Abilities/Powers:
P.P.E.: Most of the Jedi's P.P.E. has been expended in the development of the Jedi's Force Powers. The
remaining permanent P.P.E. base is only 2d4.
Force Powers (F.P.): During the Jedi's training he has learned to change his innate P.P.E and I.S.P. into
Force Points.
Standard Equipment:
A set of Jedi robes, a custom made Lightsaber, a gas mask and filter, first aid kit (standard), Knapsack,
communicator (small), emergency food ratios and some personal items.
Lightsaber: Damage: 1d4x10 MDC or 1d6x10 SDC (S.D.C. worlds) +5 per level of experience. In the
hands of a non-Force user, the damage does not increase with additional levels of experience; it will just
do the standard damage of 3d6.
Bonuses/Penalties: +1 to strike due to the lightweight balance of the weapon in the hands of
someone who is trained in the W.P. Lightsaber skill. Character attempting to use the weapon without
the W.P. Lightsaber skill will actually receive a penalty of -1 instead.
Armor Rating Modifier: The Lightsaber is such a deadly weapon that is reduces the A.R. rating of a
target by 2. So it a target has an A.R. of 12, against the Lightsaber, the same opponent now has an
A.R. of 10 against Lightsaber attacks.
Black Market Cost: Lightsabers are virtually impossible to come by in the Black Market. a Jedi will
never relinquish or willing give up their weapon or would make a Lightsaber to sell.
Money: A Jedi Knight starts out with 1d4x100 Universal credits and 1d4x100 worth of sell-able items.
They start with minimal cash, for they are expected to make their own way in the world and the Jedi do
not believe in possessions.
Special Skills:
Build and Repair Lightsabers: The ritual of constructing owns Lightsaber was an integral part of a Jedi's
training and involves not just the technological skill, but also the close attunement with the Force. A failed
roll means the Lightsaber does not work when activated. Base Skill: 40%+5% per level of experience.
Lore (Jedi): This is a study of the history and the traditions of the Jedi order. Base Skill: 30%+5% per
level of experience.
Lore (Sith): This skill determines how knowledgeable the Jedi Knight is in the various aspects of the Sith
lore, which includes history, legends and philosophies. Base Skill: 15%+5% per level of experience.
W.P. Lightsaber: The W.P. Lightsaber skill is a specialized skill that only available to the Jedi or Sith. It
takes special training to weld a Lightsaber due to the unique balance of the saber, with all its weight in the
hilt. To properly weld a Lightsaber demonstrated an incredible amount of skill and confidence as well as a
masterful attunement with the Force.
Bonuses:
Disclaimer: Character, weapons, equipment, places, name are references are used here for enjoyment purposes
only. Conversions in no way shape or form are intended than other than pure fun. No profiles or any form of
compensation were derived from this conversion. All respective rights are reserved to the respective owner.