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Differences on Jedi Order

Differences between by and the current version
These are the rules that are directly related to the Jedi Order, and things directly related to them. There are also specific rules for the [[Jedi Temple]]. ==== Expulsion due to Corruption ==== Jedi are expelled from the order if they become corrupted. There is no way around this. In character this means that members of the Jedi Council, and other particularly attuned Jedi Masters, can sense the corruption growing in a Jedi. Out of character this means that you will need to watch how you shift your [[Virtues]] and what [[Force Powers]] you train. * A Jedi will be expelled if they have more than one-third of their [[virtue]] points in Dark Virtues. * A Jedi will be expelled if their Dark [[force rating]] ever exceeds 20% of their Light Force rating. (Note that neutral force powers "switch sides" the moment you have a dark virtue as highest virtue.) ==== Training Availability ==== Training of new [[skills]], [[force powers]] and [[combat styles]] is limited by availability. See [[jedi training availability]] for an up-to-date listing. ==== NPC Members ==== The Jedi Order starts out with 3 Jedi Masters and 1 Jedi Knight. There will be an undefined number of Jedi Initiates, which are intended to allow new player characters to come from a Jedi Order background. There will not be any further NPCs. This also means that there will be little in the way of support personnel, nor will there be large swaths of NPCs available for storytellers to use. * Unless approved, there can be no introduction of new Jedi Order NPCs. ==== Jedi Temple ==== The Jedi Temple on Unity City starts out small, and additional buildings and wings can be constructed via Union projects, and as side-effects of Union Projects that improve Unity City as a whole. A map will be kept of which padawan and knight has quarters where in the temple, allowing for more intricate roleplay within the temple grounds itself. ==== Jedi Council ==== The Jedi Council is the leadership of the Jedi Order. Among the decision they must make are decisions on [[jedi advancement|promotion]], what [[equipment]] to stock, and which spaceships to maintain. There is a limited number of seats on the council. A [[Jedi Master]] can only be invited to sit on the council—and become a [[council member]]—if there is a free seat. * The Jedi Order has a council of 3 seats. ==== Equipment Inventory ==== The Jedi Order also has pieces of equipment in inventory. * The Jedi Order has storage space for 10 pieces of equipment. With permission of the quartermaster, a piece of equipment can be taken on a missions, in which case it is unavailable for others for the duration of the mission. Addtional equipment can be salvaged from missions. The mechanics of equipment are detailed in the [[Equipment]] section. ==== Hangar Slots ==== The Jedi Order has a limited capacity for maintaining space vessels. This capapcity is expressed in "Hangar Slots". * The Jedi Order has 2 Hangar Slots This means that it can support up to two millenium-falcon sized vessels. There are ways to increase the number of Hangar Slots, but they require either dedication of time and effort by Jedi characters, or by the Union. If a vessel is sacrificed or destroyed during a missions, that vessels is no longer available to the Jedi Order. New vessels can be salvaged from missions, or gained from Union Projects. If a [[member world]] wants to contribute a vessels, they can only do so by committing a [[Fleet]] to the Jedi Order—meaning that the member world does not have access to the Fleet for the duration of the Jedi mission. A vessel can only be used by a single [[Jedi mission]] at a time, meaning that at the start only two away-missions can go on at a time. ---- Vessel Subsystems ---- Unless otherwise noted, basic vessels alway have: * a hyperdrive, * a life support unit, * a basic turret (only usable to defend against fighters), * an in-system communications system. They also list the size of the skeleton crew, effective minimum crew, as well as the life support capacity and cargo capacity. In addition, each vessel can have up to 3 subsystems. It is not normally possible to take out a subsystem and place it on another vessel. These subsystems are integrated features of the vessel. Some hypothetical examples of subsystems are: * **Long Range Relay** subsystem which is used to relay local communications to turn the basic gear's short-range communicators into long-range communicators, * **Hyperspace Communication Array** subsystem that allows the vessel to communicate with the Jedi temple,. * **Twin-Linked Laser Canon** subsystem which gives the vessel the ability to defend itself against other space vessels, * **Equipment Workshop** which allows the vessel to store three additional Equipment, * **Augmented Ion Drive** subsystem which makes the ship run faster than most other ships (allowing them to catch up in a chase). Note that any vessel must be designed and approved before introduction, and that introduction will require roleplay and effort. And even then, the Jedi Council might simply decide not to use it.