Star Wars: The Chosen One (An Anakin Skywalker Quest)

Bail
[X] [Reward] To Do all he can to free the slaves in the Outer Rim?
[X] [meetings] Accepted. This would be a great opportunity to hangout with someone who wasn't a Jedi and expand your horizons. The fact that Bail was the CHancellor just made it better!

Yoda
[X] [Failure] Frustrated: What were you supposed to do? The old gremlin hadn't offered any instruction!

Dooku
[X] [Dooku] May I leave the Jedi Order and join you to hunt the SIth? (Requires 4 CP)

Sith
[X] [Sith] Curious: The Sith Code was different than that of the Jedi. Did not make either code right, but you wanted to learn more.

Dreams
[X] [Dreams] Stomped off angrily. Your family could be in trouble.
 
Inserted tally
Adhoc vote count started by Arthellion on Feb 1, 2018 at 9:55 PM, finished with 233 posts and 24 votes.
 
[X] [Reward] To Do all he can to free the slaves in the Outer Rim?

[X] [meetings] Accepted. This would be a great opportunity to hangout with someone who wasn't a Jedi and expand your horizons. The fact that Bail was the CHancellor just made it better!

[X] [Failure] Seriously: Yoda was the teacher, and apparently you'd been doing it the wrong way. You needed to figure out the right way

[X] [Dooku] Please stay with the Order?

[X] [Sith] Curious: The Sith Code was different than that of the Jedi. Did not make either code right, but you wanted to learn more.

[X] [Dreams] Frowned in worry and left. You would meditate to determine if this is a message from the Force or merely a bad dream.
 
Argh! Copied the wrong Failure vote. Fixing.

[X] [Reward] Help Jedi to find the Sith and bring him to justice

[X] [meetings] Accepted. This would be a great opportunity to hangout with someone who wasn't a Jedi and expand your horizons. The fact that Bail was the CHancellor just made it better!

[X] [Failure] Confused: That's the complete opposite from what Master Zan taught you. You've used your emotions all the time for years in your training and it didn't make you torture small animals or something. And now Master Yoda tells you Master Zan's teachings are wrong? You don't get it.

[X] [Dooku] Please stay with the Order?

[X] [Sith] Suspicious: The woman appeared harmless. Perhaps that was the danger?

[X] [Dreams] Stomped off angrily. Your family could be in trouble.
 
Bail
[X] [Reward] To Do all he can to free the slaves in the Outer Rim?
[X] [meetings] Accepted. This would be a great opportunity to hangout with someone who wasn't a Jedi and expand your horizons. The fact that Bail was the Chancellor just made it better!

Yoda
[X] [Failure] Confused: That's the complete opposite from what Master Zan taught you. You've used your emotions all the time for years in your training and it didn't make you torture small animals or something. And now Master Yoda tells you Master Zan's teachings are wrong? You don't get it.

Dooku
[X] [Dooku] May I leave the Jedi Order and join you to hunt the SIth? (Requires 4 CP)

Sith
[X] [Sith] Curious: The Sith Code was different than that of the Jedi. Did not make either code right, but you wanted to learn more.

Dreams
[X] [Dreams] Stomped off angrily. Your family could be in trouble.
 
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Just so people are aware of what going with Dooku looks like

Going to Serenno:
-Training as Aristocrat
-Potential Heir to Dooku
-Potential Co-opt the Separatists
-Potential Prevent Dooku's alliance with Sidious (meaning he actually tries to help the separatists win)
-Potential Corellia Systems joining the Separatists
-Potential Jedi Lord Separatists
-Potential to get Followers of Palawa on Separatists Side
-Potential Free the Slaves.

You mentioned a Corellian Jedi thing. The Corellian Jedi would actually be a good direction for Dooku (and Anakin) to go. Permit marriages and families, kinda almost another branch of Corellian Security Force. Cops tend to protect their own; they'd understand Dooku's direction here.

I'm intrigued, particularly with the improved (but still weaker than all the best forms as mentioned above) Makashi. I'm still voting against going with Dooku, but I wouldn't be heartbroken if that happened.
 
Guys, can you please consider going with Dooku? The ability to help him through this troubling time would be invaluable, and its not a guarantee to burn our bridges with the order.

Moreover, I feel like the Jedi Lords point would probably be the most achievable here. I want the return of those folks, the Saviors of the Republic, and the Martyrs of Ruusan!

Those who fought to protect what was good in this world while the Coruscanti, in their classic fashion, stood by and did nothing.

It would also be a good way to interact with the non-coruscanti order earlier on, and make friends outside of the main order, perhaps allowing use to consolidate more like-minded groups to create a more progressive order then the conservative relic the exists in the Core.
 
Guys, can you please consider going with Dooku? The ability to help him through this troubling time would be invaluable, and its not a guarantee to burn our bridges with the order.

Moreover, I feel like the Jedi Lords point would probably be the most achievable here. I want the return of those folks, the Saviors of the Republic, and the Martyrs of Ruusan!

Those who fought to protect what was good in this world while the Coruscanti, in their classic fashion, stood by and did nothing.

It would also be a good way to interact with the non-coruscanti order earlier on, and make friends outside of the main order, perhaps allowing use to consolidate more like-minded groups to create a more progressive order then the conservative relic the exists in the Core.
Why would reinstating the Jedi lords be a good thing? They are a bunch of petty warlords, how does that help anyone?
 
[X] [Reward] To Do all he can to free the slaves in the Outer Rim?
[X] [meetings] Accepted. This would be a great opportunity to hangout with someone who wasn't a Jedi and expand your horizons. The fact that Bail was the CHancellor just made it better!

Yoda
[X] [Failure] Frustrated: What were you supposed to do? The old gremlin hadn't offered any instruction!

Dooku
[X] [Dooku] May I leave the Jedi Order and join you to hunt the SIth? (Requires 4 CP)

Sith
[X] [Sith] Curious: The Sith Code was different than that of the Jedi. Did not make either code right, but you wanted to learn more.

Dreams
[X] [Dreams] Stomped off angrily. Your family could be in trouble.
 
If she's alive, seeing as Maul visited Tatooine, oh I don't know how many turns ago...just saying.

Also, If she's still alive, if we bring attention to our family by calling her or visiting, it might draw unwanted attention from the Sith. Remember self-fulfilling prophecies are a thing, people.
 
Why would reinstating the Jedi lords be a good thing?

Because it brings a level of decentralization to the Jedi that its needed ever since Ruusan removed them. It turns them into a bunch of smaller targets, rather than one big glowing one that can be taken down in a particularly effective purge. It also allows ideologies to differ without forcing a total schism, and gives different branches the opportunity to change with circumstances, rather than basically remaining in stasis.

Its not perfect, but nothing here really will be and I see it as a sight better than the current order.
 
[X] [Reward] To Do all he can to free the slaves in the Outer Rim?

[X] [meetings] Accepted. This would be a great opportunity to hangout with someone who wasn't a Jedi and expand your horizons. The fact that Bail was the CHancellor just made it better!

[X] [Failure] Seriously: Yoda was the teacher, and apparently you'd been doing it the wrong way. You needed to figure out the right way

[X] [Dooku] May I leave the Jedi Order and join you to hunt the SIth? (Requires 4 CP)

[X] [Sith] Curious: The Sith Code was different than that of the Jedi. Did not make either code right, but you wanted to learn more.

[X] [Dreams] Frowned in worry and left. You would meditate to determine if this is a message from the Force or merely a bad dream.
 
Also, I'm pretty sure that Noble Anakin means that going with Dooku will end up being the full/really high charisma build, for those interested.
 
[X] [Reward] To Do all he can to free the slaves in the Outer Rim?
[X] [meetings] Accepted. This would be a great opportunity to hangout with someone who wasn't a Jedi and expand your horizons. The fact that Bail was the CHancellor just made it better!

[X] [Failure] Seriously: Yoda was the teacher, and apparently you'd been doing it the wrong way. You needed to figure out the right way

[X] [Dooku] Please stay with the Order?

[X] [Sith] Suspicious: The woman appeared harmless. Perhaps that was the danger?

[X] [Dreams] Frowned, but nodded. You would have to take her advice.
 
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[X] [Reward] To do all he can to free the slaves in the Outer Rim?

[X] [Meetings] Accepted. This would be a great opportunity to hangout with someone who wasn't a Jedi and expand your horizons. The fact that Bail was the Chancellor just made it better!

[X] [Sith] Curious: The Sith Code was different than that of the Jedi. Did not make either code right, but you wanted to learn more.

[X] [Dooku] May I leave the Jedi Order and join you to hunt the SIth? (Requires 4 CP)

[X] [Failure] Frustrated: What were you supposed to do? The old gremlin hadn't offered any instruction!
 
Count Dooku Experimental Sheet
Here y'all go...
Name: Yan Dooku
Level: 75
Hit Points: (Level+Con) x2= 396
Armor Class: (INT+Con+INT)/3 =193 (326 if fighting one person)
Mental AC= (Wisdom+Int+CHA) /3= 157
Weapons: Curved hilt Saber, 1d200 (1d400 if fighting one person)
Force to Hit= +181
Lightsaber To hit= 256 (512 if one person)
Initiative: +200 (+400 if fighting one person)


Character Attributes:
Strength: 206 (+98)
Constitution: 256 (+123)
Dexterity: 228 (+109)
Wisdom: 381 (+186)
Charisma: 195 (+88)
Intelligence: 400 (+200)

Classes
Jedi Consular
Level 1: +2 To All Mental Stats. Niman, Makashi, Soresu Unlocked Simple weapons Unlocked (Single Saber).
Level 2: +2 To All Mental Stats.
Level 3: +2 To All Mental Stats.
Level 4: +2 To All Mental Stats.
Level 5:+2 To All Mental Stats. Learn All Force Abilities in one Less turn.
Level 6: +2 To All Mental Stats.
Level 7: +2 To All Mental Stats. Force Whirlwind Tree Unlocked.
Level 8:+2 To All Mental Stats.
Level 9: +2 To All Mental Stats.
Level 10: +2 To All Mental Stats. Advanced Classes Unlocked!

Jedi Sentinel
Level 1: +1 To All Stats. Ataru, Niman, Jar'kai, Unlocked. Normal Weapons Unlocked (Lightsaber, Shoto, Dual Sabers)
Level 2: +1 To All Stats
Level 3: +1 To All Stats; +2 Mental AC. +2 to All Skills.
Level 4: +1 To All Stats
Level 5:++1 To All Stats, +2 Mental AC. +2 to All Skills.
Level 6: +1 To All Stats
Level 7: +1 To All Stats. +2 Mental AC. +2 to All Skills.
Level 8:++1 To All Stats
Level 9: +1 To All Stats
Level 10: +1 To All Stats Advanced Classes Unlocked!

Jedi Peacekeeper: Requirement Jedi Guardian or Jedi Consular
Level 1: +4 To Intelligence, Strength and Dexterity: Unlock Battlemeditation/Psychometry if not already unlocked.
Level 2: +4 To Intelligence, Strength and Dexterity:
Level 3: +4 To Intelligence, Strength and Dexterity: Unlock Shatterpoint if not Already unlocked.
Level 4: +4 To Intelligence, Strength and Dexterity:
Level 5: +4 To Intelligence, Strength and Dexterity:. Force Valour Level 5 Granted.
Level 6: +4 To Intelligence, Strength and Dexterity:
Level 7: +4 To Intelligence, Strength and Dexterity: Effects of Force Valour are doubled when fighting in a team.
Level 8: +4 To Intelligence, Strength and Dexterity:
Level 9: +4 To Intelligence, Strength and Dexterity: Effects of BattleMeditation are doubled.

Jedi Weapon Master: Requirement, Jedi Sentinel or Jedi Guardian
Level 1: +4 To All Physical Stats. Exotic Weapons Unlocked (Light -Whip, Tonfa Saber, Light-Flail, Light Shield and Saber, Double-Bladed Saber)
Level 2: +4To All Physical Stats.
Level 3: +4 To All Physical Stats. Exotic Saber Styles Unlocked: (Tripzest, Trakata, Dun Moch, Sokan)
Level 4: +4 to All Physical Stats.
Level 5:+4 to All Physical Stats. Learn Saber styles in one less turn.
Level 6: +4 to All Physical Stats.
Level 7: +4 to All Physical Stats. In Event of a tied saber Style advantage, you still receive your bonuses.
Level 8:+4 to All Physical Stats.
Level 9: +4 to All Physical Stats. Always receive Saber style bonuses even if opponent is higher level or tied.

Jedi Healer: Requirement, Jedi Sentinel or Jedi Consular
Level 1: +4 To All Mental Stats. Learn ForceHeal/Force Resurrection/Force Valor techniques in two less turns.
Level 2: +4 To All Mental Stats.
Level 3: +4 To All Mental Stats. Unlock Midi-Chlorian Manipulation.
Level 4: +4 To All Mental Stats.
Level 5:++4 To All Mental Stats. Double effects of Force heal.
Level 6: +4 To All Mental Stats.
Level 7: +4 To All Mental Stats. Double Effects of Force Valor

Saber Forms:
Shii-Cho:
(Base Penalty is -8)
Level 1: -6 to hit Penalty to Lightsaber Combat
Level 2: -4 to hit Penalty to Lightsaber Combat
Level 3: 0 to hit Penalty to Lightsaber Combat, Start first when fighting multiple opponents
Level 4: +2 Bonus to hit in LightSaber Combat
Level 5: +4 Bonus to hit in Lightsaber Combat, + 2 Turns during a round when fighting multiple opponents (First turn and Last turn)
Level6: +6 Bonus to hit in Lightsaber Combat
Level 7:+8 Bonus to hit in Lightsaber Combat, Starts First when fighting 1 opponent.
Level 8: +10 Bonus to hit in Lightsaber Combat
Level 9: +12 Bonus to hit in Lightsaber Combat
Level 10: +14 Bonus to hit in Lightsaber Combat, + 2 turns during a round when fighting 1 opponent

Jar'Kai:
(Base penalty is -6)
Level 1: -4 to Hit Penalty for Dual Wielding
Level 2: -2 to hit Penalty for Dual Wielding
Level 3: +2 Dexterity, 0 to hit Penalty to dual Lightsaber Combat, 1/4 Damage to One other Opponent when hitting an opponent

Makashi:
Makashi:
Level 1: +3 to Hit Against other swordsman
Level 2: +6 to Hit against other swordsman
Level 3: +2 intelligence, Use Intelligence in the place of Strength if Higher;Gain an extra saber attack for every successful hit against you;
Level 4: +4 Intelligence
Level 5: + 6 Intelligence, Use intelligence in place of Dexterity if Higher. if fighting multiple opponents, make a strategy check against highest level opponent at beginning of the fight. If Successful, only lowest leveled opponent may perform an action for five rounds.
Level6: + 8 Intelligence,
Level 7:+ 10Intelligence,Makashi Riposte: Gain an extra saber attack for every missed hit against you; Prevent AC/Damage Immunity Negation by any means if fighting one opponent.
Level 8:+ 12 Intelligence,
Level 9:+ 14 Intelligence,
Level 10:+ 16 Intelligence, If fighting one opponent. Double intelligence modifier.


Soresu:
Level 1: +2 to AC
Level 2: +4 to AC
Level 3: +2 Constitution, Immune to saber Damage (aside from crits) for first three rounds
Level 4: + 4 Constitution
Level 5: +6 Constitution, Immune to saber Damage (aside from Crits) for first five rounds

Ataru
Level 1: +2 to Atheltics
Level 2: +4 to Athletics
Level 3: + 2 dexterity, Use Dexterity in the place of strength if higher.

Shien/Djem-So:
Level 1: +2 to AC
Level 2: +4 to AC
Level 3: +2 Strength, 25% Chance Critical Hits may be Reflected back towards opponents at 1/4damage.

Niman
Level 1: +1 to All stats
Level 2: +2 to All Stats
Level 3: +3 to All Stats, No negative force modifiers for first three rounds even if hit..
Level 4: +4 to All Stats
Level 5: +5 to All stats, Gain level 2 in All forms aide from Vaapad/Juyo/Makashi
Level6: +6 to All Stats
Level 7:+7 to All Stats; Immune to Negative force Modifiers

Sokan
Level 1: +1 to All Mental Attributes
Level 2: +1 to All Mental Attributes
Level 3: +1 to All Mental Attributes; +2 Strategy, If you lose a strategy check, reroll.
Level 4: +1 to All Mental Attributes
Level 5: +1 to All Mental Attributes; +2 Strategy, If you lose a strategy check, reroll with a +5 Modifier
Level6: +1 to All Mental Attributes
Level 7: +1 to All Mental Attributes;+2 Strategy, If you lose a strategy check, reroll with a +10 Modifier
Level 8 +1 to All Mental Attributes
Level 9: +1 to All Mental Attributes; +2 Strategy, 25% Chance of autowinning all strategy checks for the battle. Sokan abilities apply to battlefieds/space battles as well as duels.

Dun Moch (Must be Neutral or Dark to Use)
Level 1: +2 to Charisma
Level 2: +2 to Charisma
Level 3: +2 to Charisma; Reduce Damage taken by 1/10 of your Charisma Modifier
Level 4: +2 to Charisma
Level 5: +2 to Charisma; Reduce Damage Taken by 1/5 of your Charisma Modifier
Level6: +2 to Charisma
Level 7: +2 to Charisma; Reduce Damage Taken by 1/4 of your Charisma Modifier
Level 8 +2 to Charisma
Level 9: ++2 to Charisma; Reduce Damage Taken by 1/2 of your Charisma Modifier


Force Abilities
Neutral
Tutaminis:
Tutaminis (Neutral Power):
Level 1: +2Constitution
Level 2: +2 Constitution
Level 3: +2 Constitution; Decrease energy damage by 1/4.
Level 4:+2 Constitution
Level 5: +2 Constitution; Decrease Force Damage by 1/4, Cruitorn Unlocked.
Level 6: +4 Constitution
Level 7:+4 Constitution; Decrease Energy/Force energy Damage by 1/2.
Level 8:+4 Constitution
Level 9:+4 Constitution
Level 10: +4 Constitution; Immune to Energy/ Force Energy Damage

Force Stealth
Level 1: +2Wisdom, +2 Stealth
Level 2: +2 Wisdom, +4 Stealth
Level 3: +2 Wisdom, +6 Stealth, Non-force users cannot see you if you do not wish to be seen. Combat breaks this.
Level 4: +2 Wisdom, +8 Stealth.
Level 5: +2 Wisdom, +10 Stealth, May Cloak your force signature from force users.
Level 6: +4 Wisdom, +12 Stealth.
Level 7:+4 Wisdom, +14 Stealth. First Three Turns of Combat are from Stealth. (Double damage)
Level 8:+4 Wisdom, +16 Stealth.
Level 9:+4 Wisdom, +18 Stealth.
Level 10: +4 Wisdom, +20 Stealth. First Five Turns of Comabt are from Stealth. (Double damage.

Force Speed
Level 1: 2 Dexterity, +2 to Initiative Rolls
Level 2: 2 Dexterity, +4 to Initiative Rolls
Level 3: 2 Dexterity, +6 to Initiative Rolls; First Three Turns To Hit is increased by 1.25x.
Level 4: 2 Dexterity, +8 to Initiative Rolls
Level 5: 2 Dexterity, +10 to Initiative Rolls; First Five Turns To hit is Increased by 1.25x
Level 6: 4 Dexterity, +12 to Initiative Rolls
Level 7: 4 Dexterity, +14 to Initiative Rolls; First Five Turns To Hit is increased by 1.5x
Level 8: 4Dexterity, +16 to Initiative Rolls
Level 9: 4Dexterity, +18 to Initiative Rolls
Level 10: 4 Dexterity, +20 to Initiative Rolls First Five Turns To Hit is increased by 2x.


LIGHT
Healing
Level 1: 2 Constitution, +2 Wisdom
Level 2: 2 Constitution, +2 Wisdom
Level 3:2 Constitution, +2 Wisdom, Upon beginning of third round, heal for 1/4 of your total HP.
Level 4: 2 Constitution, +2 Wisdom
Level 5: 2 Constitution, +2 Wisdom, Upon beginning of third round, heal for 1/2 of your total HP. Force Resurrection tree unlocked.
Level 6: +2 Constitution, +2 Wisdom
Level 7: 2 Constitution, +2 Wisdom; Upon Beginning of Third Round, Heal allies for 1/4 your total HP.
Level 8: 2 Constitution, +2 Wisdom
Level 9: 2 Constitution, +2 Wisdom
Level 10: 2 Constitution, +2 Wisdom; Upon Beginning of Third Round, Heal allies for 1/2 your total HP.

Force Valour
Level 1: 2 Constitution, +2 Wisdom
Level 2: 2 Constitution, +2 Wisdom
Level 3:2 Constitution, +2 Wisdom, Boost AC/To Hit by 10 For First Three Rounds
Level 4: 2 Constitution, +2 Wisdom
Level 5: 2 Constitution, +2 Wisdom, Boost AC/To Hit by 10 For First Five Rounds
Level 6: +2 Constitution, +2 Wisdom
Level 7: 2 Constitution, +2 Wisdom; Boost AC/To Hit by 20 For First Three Rounds
Level 8: 2 Constitution, +2 Wisdom
Level 9: 2 Constitution, +2 Wisdom
Level 10: 2 Constitution, +2 Wisdom; Boost AC/To Hit by 20 For First Five Rounds

Neutral
Life Detection:
Level 1: Can sense life within 1/4 Mile.
Level 2: Can Sense Life within 1/2 Yards.
Level 3: Can Sense Life within 1 mile. Force Sight tree Unlocked.
Level 4: Can sense life within 10 Miles.
Level 5: Can Sense life within 100 miles. Battle Meditation Unlocked tree if not already purchased.
Level 6: +1 Charisma
Level 7: +1 Charisma
Level 8: +1 Charisma
Level 9: +1 Charisma
Level 10: +1 Charisma

Sense Force:
Level 1: Can sense status of the force within 1/4 Mile. Force Empathy tree Unlocked
Level 2: Can Sense status of the force within 1/2 Yards.
Level 3: Can Sense status of the force within 1 mile. Battle Precognition tree Unlocked
Level 4: Can sense status of the force within 10 Miles.
Level 5: Can Sense status of the force within 100 miles. Shatterpoint tree Unlocked if not already purchased.
Level 6: +1 Intelligence
Level 7: +1 Intelligence
Level 8: +1 Intelligence
Level 9: +1 Intelligence
Level 10: +1 Intelligence

Force Sight:
Level 1: Gain Ability to Seen for miles.
Level 2: +1 Wisdom,
Level 3: Gain Ability to See for events on a different Planet, Force Projection Unlocked
Level 4: +1 Wisdom
Level 5: Gain Ability to See for events in the past, Flow Walk Unlocked
Level 6: +1 Wisdom
Level 7: +1 Wisdom
Level 8: +1 Wisdom
Level 9: +1 Wisdom
Level 10: +1 Wisdom

Force Empathy:
Level 1: Gain Ability to Sense Others Emotions. Dialogue.
Level 2: +1 Wisdom,
Level 3: Gain Ability to Influence others emotions. Dialogue
Level 4: +1 Wisdom
Level 5: AutoSuccess on Manipulating Non FOrce User's emotions. Dialogue
Level 6: +1 Wisdom
Level 7: +1 Wisdom
Level 8: +1 Wisdom
Level 9: +1 Wisdom
Level 10: +1 Wisdom

Telepathy:
Level 1: +1 Wisdom, Comprehend Speech. Dialogue Options.
Level 2: +1 Wisdom,
Level 3: +1 Wisdom, , Jedi Mind Trick Unlocked. Dialogue Options.
Level 4: +1 Wisdom, , Comprehend Speech. Dialogue Options.
Level 5: ++1 Wisdom, Illusions Tree Unlocked
Level 6: +1 Charisma
Level 7: +1 Charisma
Level 8: +1 Charisma
Level 9: +1 Charisma
Level 10: +1 Charisma

Battle Precognition:
Level 1: +2 Dexterity, +1 AC.
Level 2: +2 Dexterity, +1 AC.
Level 3: +2 Dexterity, +1 AC
Level 4: +2 Dexterity, +1 AC
Level 5: +2 Dexterity, ++1 AC
Level 6:+2 Dexterity, ++1 AC
Level 7: +2 Dexterity, +1 AC.
Level 8: +2 Dexterity, +1 AC
Level 9: +2 Dexterity, +1 AC.
Level 10: +2 Dexterity, +1 AC

Force Jump:
LeveL 1: +2 Strength, May Jump One Story Buildings
Level 2: + 2 Strength, May Jump Three Story Buildings
Level 3: + 2 Strength , May Jump Five Story Buildings
Level 4: ++ 2 Strength, May Jump Seven Story Buildings
Level 5: + 2 Strength, May Jump Nine Story Buildings
Level 6: +4 Strength
Level 7: +4 Strength
Level 8: +4 Strength
Level 9: +4 Strength
Level 10: +4 Strength, Flight.

Telekinesis
Level 1: +2 Wisdom, can lift R2D2 level objects Unlock Force Push/Force Choke
Level 2: +2 Wisdom, Can lift small speeder objects
Level 3: +2 Wisdom, Can lift large Speeders; Upon third round, May attack Opponent with 6D4 debris.
Level 4: +2 Wisdom, Can lift AT-AT Level craft
Level5: +2 Wisdom, Can Lift Starship Level Craft, Unlock Telekinetic Saber Style
Level 6: +4 Wisdom
Level 7: +4 Wisdom
Level 8: +4 Wisdom
Level 9: +4 Wisdom
Level 10: +4 Wisdom

Force Push
Level 1: +2 Wisdom, May do 1D10 Damage to opponent upon first round.
Level 2: +2 Wisdom,
Level 3: +2 Wisdom, May do 2D10 damage upon third round
Level 4: +2 Wisdom,
Level5: +2 Wisdom, May do 3d10 Damage upon Fifth round
Level 6: +4 Wisdom
Level 7: +4 Wisdom; May do 4d10 Damage to two Opponents upon Seventh round
Level 8: +4 Wisdom;
Level 9: +4 Wisdom
Level 10: +4 WisdomMay do 5d10+Wisdom Damage to all Opponents upon Seventh round

Light
Force Stun:
Level 1: + 2 Wisdom, 1 Opponent may be stunned at beginning of the fight
Level 2: +4 Wisdom,
Level 3: +6 Wisdom, 1Opponent may be stunned at round 3 of the fight
Level 4: +8 Wisdom,
Level 5: +10 Wisdom, 1 Opponent may be stunned at round 5 of the fight.
Level 6: +4 Wisdom
Level 7: +4 Wisdom 1 Opponent may be stunned at round 7 of the fight
Level 8: +4 Wisdom
Level 9: +4 Wisdom
Level 10: +4 Wisdom; Abilities of force stun apply to all opponents

Shatterpoint:
Level 1: +2 Intelligence, +2 Wisdom, Begin to see shatter points in the physical world around you. Decisions Unlocked.
Level 2: +4 Intelligence, +4 WIsdom, Begin to see shatterpoints in people's personalities.Decisions Unlocked.
Level 3: +6 Intelligence, +4 WIsdom, Instinctively see Shatterpoints in combat. Insta-crit on all damage given.

Battle Meditation:
Level 1: +2 Intelligence,+ 4 Strategy; Army/Navy health is multiplied by 1.5
Level 2: +4 Intelligence, +6 Strategy, Army/Navy is immune to Demoralization
Level 3: +6 Intelligence, +8 Strategy, Opponent's Army/Navy is demoralized (negative modifiers for Battlefields)
Level 4: +8 Intelligence, +10 Strategy, Army/Navy health is doubled.
Level 5: +10 Intelligence, +10 Strategy, Army/Navy Combat Strength is double.
 
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