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Nima Tyruti is a Youngling, a ten year old Jedi Initiate with a knack for understanding others and a desire to help others. A Twi'lek whose mother was a slave, she--rescued by Master Jordyan Bell--had a promising future. Yet the Clone Wars have begun, and the Jedi Order is changing.

War destroys all things, and even the Temple itself has its dramas and dangers.
Opening Post
Pronouns
They/Them
Jedi Initiate Quest!

There is rarely peace, as a troubled galaxy falls into war. The Temple has fallen into a martial mindset. People train their lightsaber skills with far more fervor, they practice killing-blows, they study battle tactics with as much enthusiasm as they had once practiced clearing their minds of thoughts. The Temple is a hive of activity… and yet also hollowed out, with so many Knights and Masters gone off to war.

Knowledge is pushed through faster and faster, as if the teachers are afraid that the time will come when they'll have to be pushed out, stumbling and confused, upon the world. Everything is more fraught, and it seems now, in a world where a fallen Jedi led a rebellion against proper authority, that the wrong knowledge might be as dangerous as ignorance.

The passions of a galaxy are unleashed. Slogans, shouts, cheers. Rallies. This was the galaxy, and yet there was the temple, meant to be the center, the grove of peace amid the passions of life. And yet, who can help but get drawn up into them? Who can help but to follow every battle, every crisis, and dream of what would happen once you became a Padawan?

The chaos must have an end, surely. The Separatists and their schemes are an act of madness, and yet so many followed them. So many broke away. And in the Temple, the Clans face daily reminders of what has changed. They hear the exploits of those who once were in their Clan, and shudder at the deaths, and the destruction. Those that speak for peace, those that try to unite the Jedi, who seem to be united only by the violence they might inflict, seem less evident now than at any time in a thousand years.

Death is everywhere. Clones die for the sake of men. Jedi die for the sake of civilians. Jedi who walk the path of the healer speak of incredible carnage. Even in Coruscant, even in the capital, there are still signs. When a Jedi dies, if there is anything left, it is returned to the Temple. The pyres burn through the night, burn until a person can't even stand it anymore. And other Jedi limp in, injured, marked by death as if it had ever so gently touched them in passing. If to die is to join with the force, then this war…

But despite this, in the Temple, there is peace, if you can find it within you, there is harmony--if you don't get into an argument with your clan--there is serenity, or at least the outward face of it. And of course, always, everywhere, binding the universe together: there is the force.

Choose Species

[] Twi'lek:

Slavery is everywhere, even where the laws should have long since eliminated it. Even in the heart of the Republic. Jedi Knight (later Master) Jordyan Bell found and intercepted a slave ship on its way down into the heart of the vast Megapolis, part of a ring selling high-value exotic slaves for… discerning clients, some of them rather high placed. Among the few dozen saved (quality, and not quantity, was the name of the game) was a mother and her young child, the latter deemed to be force sensitive. The mother was freed, and helped as much as Jordyan could manage. The child was, with her permission, brought to the Temple. He has been like a father to you, though while he confirms that your mother is safe, he will tell you little else.

Jordyan Bell and his friends and allies are all rabidly against slavery, radicals that have at times tested the patience of the Jedi Order, and the war has brought them new causes, and new worries, as they try to lead the clones, and this has sent him out of contact for long periods of time. Growing up as a twi'lek in the Temple is fraught with contradictions. You are at once a stranger in a strange land, and yet there are enough Twi'lek Jedi that hints and vestiges of a culture torn away remain there, and are often shared among Jedi from a similar backgrounds. Thus, you are in-between, growing up in a time of war, wondering about your past, and what you lost--and of course what you gained. And thinking, at times, of your mother.

You get: Species Aspect--

Twi'lek Ex-Slave: Growing up, you remember your mother's voice, your mother's face, but hazily now. People joked that you could eat everything, when you joined the Temple: but there were times vaguely remembered before where you had to eat anything at all. You're agile, and some people call you graceful, and you're very sociable. And at least one person has called you 'cute' before.

[] Duros

Your mother was a voyager. Your people have journeyed across the stars themselves. She was a strong woman, or so you'd like to think. Strong to make it all the way across the galaxy. You remember so little of her, but you were once told when you asked that she'd been an independent Captain, boarded by pirates. Jedi had arrived too late to save her, but they had saved her child, and when that child turned out to have potential in the force, took them to the Temple.

The war has brought battles, and battles are stories. You are nimble-minded and adventuresome, the kind of person to explore the Temple from top to bottom, and everyone comes to you for the latest news about the battles, reeled off the top of your head as if you had a holo-recorder stuck in there. One day you'll become a Padawan, and you won't just be telling the stories… you'll be living them!

Species Aspect--

Keen Duros: You have a mind like an iron trap, remembering all sorts of useless trivia, especially if you can make it into a narrative of sort, which is a very good mnemonic. You enjoy learning about the galaxy, and have a bit of a talent for finding your way, and an affinity for all things related to space travel. Some have even called you a little flighty, in a fond way.

[] Wookie.

Born in a small village under a lesser lord, you were in many ways typical of wookies who become Jedi. Found by chance, neither hidden nor pushed forward by your kin, you found your way into the system quietly, though in later years there would be a sense of separation, a question about your home and what it meant that would only increase as Kashyyyk stood neutral.

Wookies live for a long time, and so there are plenty of Wookies in the Jedi Order, most of them following some aspects of traditional Wookie culture, from the braids to life debts, though not extending to warfare. You're something of an enthusiast about being a Wookie, well-mannered and yet always asking questions about how things are going on Kashyyyk. You wonder, sometimes, what you'll fear if the war ever reached that planet in earnest, full-on.

Perhaps you'll soon find out.

Gregarious Wookie: You are big, and some find you somewhat intimidating, though those that know you sometimes say that you're an affable ball of fuzz. That said, you're strong and tough, and capable of impressive feats, as most Wookies are. You're in tune with your culture, and fascinated with your heritage, always looking for news on how Kashyyyk is faring.

[] Clawdite.

You'll never know what your mother was thinking, when she crossed paths with a Jedi. It wasn't a story you were supposed to know about, and to be fair, you still don't. Your mother crossed paths with a Jedi somehow, during a mission… and not necessarily in the best way. You were found afterwards, and raised. It's simple, and perhaps someone else would make more of it than that.

But Clawdites are a solitary species in some ways, careful and quiet, or that's the stereotype, and when you have the ability to look like someone else, yet have to work through pain to do it, when you're a subject species… you understood, in some vague way, why Clawdites kept to themselves, even as you knew essentially nothing about 'your' culture. You're happy to live as you can. You watch, you think. You figure out how to use your past, instead of letting it use you. The war is out there, and sooner or later, you'll have to face it, but for now, you practice.

Meditative Clawdite: You can change colors easily, and with a little effort look rather like someone else, though there are many details that are hard to maintain, and it tends to be painful. Still, you have a skill with blending in, and in your attempts to gain a greater understanding of your abilities, you are quite good at meditation (to cope with the pain of changing forms) and focusing.

[] Falleen

Falleen nobles and their problems have brought no end of trouble not only to other species, but to Falleen rather less exalted. One such problem sent Jedi forth, and while there they found a child. That child, of course, was you, and they convinced the parents to give up the child, in part out of gratitude. You don't know who the parents are, but there are whispers that it might be some Falleen noble or another. You don't know the truth of it, and ever since Falleen, the planet and the species, joined the Confederacy, you've tried not to think too much about it.

You're a sociable person, laid-back, even sometimes cool, without being cruel. Yet sometimes you wonder, especially with your pheromones, how many of your friendships might be in some small way… tainted. You especially hesitate at using it too forcefully, as you make your way in the Temple. Yet it is always there, a sort of temptation, there with that tiny prick of curiosity about your past. You have plenty of friends, and yet sometimes you wonder whether you're hiding your doubts from them, your troubles, and you try not to view people at too far of a remove.

Falleen Scion: You are the descendent of some prince or other, in some limited fashion, and as a Falleen, you are are often thought to be charming, in part because of the pheromones, though you are sometimes uncomfortable with this. Cool and controlled, and yet compassionate, you are hard to trick with the force, and can hold your breath for an extended period of time. As an added trick (and it's just that, a trick) you can change your coloration at will.


[] Trandoshan

The hunter sometimes becomes the hunted. Violence is a way of life for many Trandoshan, and thus it isn't known what act orphaned you, it is only known that you were found, found to have a talent in the force, and not to be too old for it. You were taken to the temple, and there you grew, though a little faster than your peers.

You grew tall, and you grew up, large even for your species, and very careful of both it and the sort of hunter's instincts you sometimes had. You were good at tracking, good at watching, cunning if somewhat lacking in friends. Not entirely without them, but it always came a little harder, and when the Trandoshans began to work with the Confederates against the Wookies… well, there were more than a few edgy people here and there. You're of age that in your people you'd already be going off to battle… and yet you don't feel ready at all.

Gawky Trandoshan: You are huge and imposing, with eyes that can see into the infrared spectrum and the ability to eventually regrow even lost limbs, if given enough time. While somewhat isolated from others, and somewhat more aged than your yearmates, you are very loyal to what friends you have. You also have a tracker's instinct, an ability to follow a target, to watch for signs of that which you hunt--be it a stray pet or a wayward book or a foe--and a love of the task itself.


[] Mon Calamari

Born not in the sea of Mon Cala, but in the sea of stars, you were the child of mildly prosperous parents, and unlike some people, your story is quite simple: the Jedi found them, they were loyal enough to the Republic, and concerned enough about the force, to give you over, and from there you slid into the Temple like a Quarren slides into water.

Always, you were at least as interested in the ocean and the islands of the night sky as in the water, though like most Mon Calamari you had some skill at it. Instead, you spent your time looking up starfighters, learning more about the tactics of ships and fighters, when it came time for the war. The ravages of war came to Mon Cala, of course, and you could do nothing but learn, and listen to the lectures. Watch famous starfighting Jedi such as Skywalker stride through the Temple and wonder if, when you finally reached the stars, you might not be as brave as he. Certainly, few have had reason to call you anything but devoted both to the Jedi way and your duties.

Canny Mon Calamari: You are a somewhat strong swimmer, though you find staying submerged for long periods of time uncomfortable, and your eyes, capable of swiveling, do increase your field of vision to some extent. But most of all, you are a curious sort, smart and interested in starfighters and mechanics in general. You are organized, disciplined, even methodical.

[] Nautolans

The child of wandering musicians, they gave you up both freely, but did try to push a few objects, a few mementos, onto the Jedi. The Jedi kept them, judging them no danger. A few pieces of music, a blanket, a toy for the water. Not much, but enough that you think of them fondly, even though you don't remember them. You don't want to meet them, but you're glad of the proof that you were loved by your parents, and you hope that their musical dreams were fulfilled.

You are a swimmer, a singer, sometimes a joker, jovial and often unconcerned with the consequences of your actions… except when it hurts the feelings of others, as the ability to feel the emotions of others, combined with the sensibilities of a Jedi mean that this you can't tolerate. You get along with others who love swimming, and are something of an athlete, when it comes to swimming. The war brought changes, though war itself didn't touch your home: but it did lead to more studying about how to lead aquatic campaigns, as everyone seems to assume, with some accuracy, that Nautolans, along with Quarrans, Mon Calamari, and others, are best in amphibious campaigns. You've shown some skill at that, and at least the enemies will be droids: less chance to feel the pain and suffering of others, something you can barely tolerate in the Temple, sometimes.

Nautolan: An excellent swimmer, your large eyes can see well in low light, and you have a passion for water that connects you with others who share in the Temple's pool. Your sense of smell is often almost too good, and you have an empathic sense of what others are feeling, one that gets only stronger when in the water, and which has helped soothe over difficulties and disagreements. You are also, actually, a halfway-accomplished musician in your people's style.

*******

A/N: So here you go.
 
Character Sheet: Nima Tyruti.
Name: Nima Tyruti.
Species: Twi'lek
Gender: Female
Age: 14 and 4/5th
High Concept: Twi'lek Jedi Padawan
Trouble: Little Twi'lek, Big War
Aspects: Twi'lek, Jedi Consular Hopeful, Jedi Padawan, Heir of Dumu-Malik, Apprentice Mind-Healer
Consequence: N/A

Skills: Empathy +4 (Great), Fight +2 (Fair), Athletics +3 (Good), Persuasion +2 (Fair), Vigor +2 (Fair), Will +2 (Fair), Lore +1 (Average), Notice +2 (Fair)

Fate: 2 points

Stunts:

Lightsaber Deflection: May use Fight against Blast attacks using blasters to deal with it/deflect the shots. Bonus of +1 to Fight while doing so, if the situation has an aspect that could aid this.

Mind Healing (Novice)--Empathy Can roll Empathy to remove mental stress from a target. Succeeding by three or more degrees means one can remove two mental stress. The challenge is Average (+1) for close friends and those one understands well, Fair (+2) for people one knows, and Good (+3) for strangers, as the empathic approach to Mind-Healing requires more understanding than a more scholarly approach.

Additionally, if one passes a Fair (+2) challenge, one can begin the healing process on a Moderate Mental Consequence. Succeeding on a Good (+3) challenge allows one to eliminate a Minor Mental Consequence, once a scene per target. If one is very close to the target, one can roll Empathy with a Good (+3) challenge to also begin the healing process for Severe Mental Consequences.

Jar'kai (Novice): You take no penalty for dealing with the attacks from multiple opponents, but take a penalty of -1 to blocking lightsabers while using this form, and may double that penalty (from 0 to one for non-lightsabers, and -1 to -2) in exchange for +2 on one's next attack. One can only use this surge once every 3 rounds.

In a duel, you are constantly flowing, as deep and mysterious as the ocean. One moment you might be tranquil and placid, another storm beaten, or concealing dangerous reefs. Your opponent has a hard time figuring out if your attack can be swept aside or weathered, or if it's a suddenly revealed rock that will flounder them. With the sweeping inexorable tides of your saber and the sharp, sudden stabs of your shoto you can keep your opponent off guard, deflect attacks suddenly, and use careful feints. But just as the ocean is slow and ponderous at times, you'll never have the force of a raging river with your attacks and your stance keeps you from putting the full force of both hands into blocks.

Lightning-Round Therapy: During a formal meeting, whether a debriefing, interview, or therapy session, Nima may ask certain questions designed to get to the truth. If the subject cooperates overall, by the end of a thirty minute period, Nima can learn that person's Trouble, plus two of their Aspects. Each additional thirty minutes added onto a session reveals two new Aspects. Once all Aspects are revealed, High Concept is next. However, if a subject is trying to hide an Aspect, they may roll a hidden Persuasion or Deception roll. If they are successful, they may obscure (as if it doesn't exist) or redefine one Aspect, Trouble, or Concept. An example of redefinition is one using this technique on Palpatine, but him tricking the user into thinking Lord Of The Sith is 'A Lord Among Men.' Or 'Lordly Demeanor.'

The Blinding Wind: Nima Tyruti can do a Force Push using the principles of flow and movement of the Rider's. This creates a great gust of wind, charged with hope, love, and perhaps a little righteous wrath. This functions as a regular Force Push in terms of damage, but gains +1 to the Will Roll if Nima successfully used Empathy shortly beforehand. It also imposes a Situational Aspect with 1 free invocation on the scene targeted against uses of the Dark Side, and acts or moments of supernatural malice. This Aspect lasts five rounds, under usual circumstances.

A Thousand Tongues: Using Force abilities, Nima can learn any language more quickly. She can get a very basic understanding in a day if given hours to talk to others with open minds, a decent understanding in a week, and a full conversational understanding in under a month. It may take years to master a language beyond that, but weeks is far faster than the months it would have otherwise taken Nima to reach that level. To activate it costs 1 Fate point.

Specialist (Diplomatics): Nima has gained, through her research, a decent basis of how to research, study, and understand the field of diplomatics. She gains +2 to all Lore rolls relating to that area of specialization.

None Faster Than The Wind: A Rider can lose a chase, but not for ordinary reasons. She is not only as fast as an average Speeder, but in any scene where she spends a Fate point, she is always within the same speed category or higher as any other vehicle or person under any circumstances, thus granting no vehicle free invocations of vehicle aspects. An attack cannot come so fast as to prevent her from being able to defend against it, except from total surprise.



Equipment/Extras:

Nima's Lightsabers
Permission: Jedi Padawan
Cost: None
Aspect: Shoto-and-Saber, LIghtsaber, Built Strong
Weapon: 2--Ignores all armor, with certain limited exceptions.

The saber is more like normal, though with twining gold and silver elements, and built to last, while the shoto has a smooth gem at the bottom, and is built like a Shuhudaku dagger. Both have different forms of the same symbol: A Tek'taka carrying a lightsaber around a tower, with a city in the background.


Extra: Dumu-Malik's Rider Boots
Permission: One Aspect related to being a Rider.
Cost: None.
Aspects: Wall Running, You Can Jump How High?!, Built To Last
Fate Points: 1 (Dumu-Malik's Boots)+1 (Basic Rider Training)=2, refreshes every day.

Dumu-Malik's Rider boots are not the most advanced, being the first. By all accounts they should be, and in some ways are, inferior to what Seluku and Baqqanid wore on a day to day basis. But objects of great significance in the Force have echoes, impressions, and these make it about the equal, or even more than that, than even the most 'modern' such boots in Seluku's memory.

When competing in an Athletics roll-off with someone else using Rider Boots, Nima wins all ties.

In a contested Athletics roll involving acrobatics, gain a success-with-style when you succeed by two shifts, rather than three.


Attached Stunts:
Faster Than Fast: For the purposes of travel through a city, use the Speed rating/category of the average Speeder.
Wall Running: During combat, you can move to any adjacent zone even if there would normally be obstructions so long as there's a wall that you can run along. While you're on a wall, enemies without ranged attacks can't reach you, and vice versa, unless some other advantage allows you to.
Amazing Feats of Acrobatics: During combat, you can spend a fate point to immediately move to any zone on the field, and gain an advantage for surprising your opponent.
Super-Duper-Mega-Jump: When performing an Athletics roll to jump, you can spend a fate point to reach distances or heights that would normally be superhuman even by Jedi standards.


Extra: Nima's Shuhadaku Knife
Permission: Heir of Dumu-Malik
Cost: None
Aspects: --Almost As Good As A LIghtsaber
--Subtle, Deadly, and Quiet
--???
Weapon: 1, ignores most armor

Nima Tyruti's Shuhadaku Knife is small, carefully crafted--if somewhat inexpertly--and the pommel has a blue heart as its symbol. She is still inexperienced with it, and has a lot more to learn before she truly understands what it is and how to use it.



Extra: Riders' Training Crash Padding, and Armor-weave
Permission: None
Cost: None

When leaping great distances, having padding is important. It isn't much good for stopping any sort of weapon, but when wearing it, gain an extra Mild and Moderate Consequence box that can only be used to absorb damage from crashing into something or falling.

The new Armorweave functions as Armor 1.
 
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In Universe Info
Note: Outdated at the moment, sorry.

But still spoilers for new readers! So...

Scout: Scout's a new friend, and her being older means they don't have classes together as often, but Nima enjoys talking and training with her. She hasn't had time to spend with Scout lately, though.

Hannah: Hannah seems to have somehow... stopped disliking her at some point? Nima still isn't sure if this is mutual.

Wessen: Nima has watched Wessen become something new and impressive, someone able to stand up for herself, despite her stuttering. Though also someone in a relationship with Jayne.

Jayne: A footloose young boy who loves exploring and exfiltration. He... he's in a relationship with Wessen, a covert one.

Ayguin: Ayguin is a dear friend, and she often studies with Nima, or talks her through things. She's a medic.

Aydan: Nima considers Aydan a bully, and is wary about him trying something on her friends in the future. It seems too easy that he'd just stop, right?

Ahsoka: Ahsoka is a friend of a friend, and Nima isn't that close to her, but they get along nicely. Ahsoka seems to enjoy helping the younger students train, and the chances to relax with them.

Cho: Nima is on good terms with the opinionated Calimari, and discusses reforms or news with her frequently. Cho is almost oddly cheery, considering how steeped she is in the news lately, but it's inspiring in a way. Of course, sometimes he grates, and she's been a little busy lately.

Anakin: Angry, troubled, strange. Somehow they're... friendly. Or very friendly. It's hard to tell. She thinks that he might not see her, not really, or see her as representing something or... it's hard to tell.

Obi-Wan: Master Kenobi isn't a friend, but they've interacted in a friendly way before. He seems to respect her, at least.
 
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Mechanics Overview/First Draft
Star Wars Quest Mechanics

This Quest will be based, with some changes, and plenty of homebrewing, as well as using the Homebrewing of others, on Fate Core. Fate is a system with many intricacies, only some of which you need to understand. Dice rolls will be behind the screen, as it were, but your actions can affect when, how, and to what ends the dice are rolled.

So here's a run-through. This is all subject to change.

The Many Uses of Aspects

Aspects are everywhere in Fate. A room on fire has an Aspect, weapons have an Aspect (a Lightsaber is an Aspect), and people have Aspects. These Aspects define things. For instance, say you have a Jedi Knight who has Knight In Shining Armor. He is brave, loyal, honest and true: he fights for truth, justice, and the Republican way. He might also be a Sullustan, and that's another Aspect, and perhaps he likes to dance, and for some reason this matters. So you combine all these Aspects, and these are the tools both for… and against, a character. Each character has a High Concept, which defines what their character is overall, and a Trouble, a problem which also defines their character and while will be used to help push the story along. Han Solo, for example, is a Cocky Smuggler, but he also Owes A Big Debt to Jabba.

The player has a Fate pool: this represents, in some ways, luck: but also the Agency of a PC. This Fate Pool refills at special times and places, and its size will vary, but by spending one Fate Point, you can Invoke an Aspect.

That is to say, you're a Knight In Shining Armor. So when it comes time to endure great hardship to save the life of an innocent child, you declare that your Will Skill roll that you've made or are going to make… is especially blessed. This this Invocation adds either a +2 to the dice pool, or lets you reroll the whole thing. We will obviously be deciding which to do when you use an Aspect, which you can do via votes. An example vote might be.

[] (Knight In Shining Armor, Persuasion) Try to convince the slaver of the errors of his ways, playing to his moral compass, buried and ossified as it is.
[] (Knight In Shining Armor, Athletics) Run past the slaver, grabbing the slave and trying to escape with her.

Etc, etc. We'll talk about challenges, but even when your Athletics is higher than your Persuasion… there's still cause to think about it.

So, to reiterate: everything has Aspects. You, your enemies… a building you lit on fire with your mind, and Consequences, which are the long-term result of paying a price. Anakin Skywalker gets chopped up by Count Dooku and takes the Serious Consequence: "He's 'Armless, Duke." Or something like that.

Sometimes, invoking an Aspect can be free. If you create an "Advantage" by your actions, you can then invoke it for free. For instance, if you use your Lightsaber to kick up dust, and succeed on the roll, you create an Aspect in the area: "Choked With Dust." And then you invoke that Aspect when trying to flee from the enemy. Or so on.

But, then, what about the other half of it? Because an Aspect you have can be compelled. You're a Knight and Shining Armor, in this hypothetical example: that means as the QM, I'm going to throw situations at you that make you pay for that Aspect and its gain. As a Knight In Shining Armor, you can't step aside and say, "It's not my problem" when a woman screams in pain and fear when she's attacked. This is a "Compel." You're made to do something. Accept it and you get a Fate point. Don't accept it and you have to spend a Fate point to fight against your very nature to stop it.

Thus, yes, you'll both be able to use Who your character is to aid you, and it'll also hopefully work just as well, if not better, than the sort of weighted vote, which always had the problem of how to keep the voters up and active in working with it.

Each character, along those lines, has a High Concept that defines them. "Gentleman and a Thief" or, "Grandmaster of the Jedi Order."

The Skilled and the Dead

Besides Aspects, Skills are the largest part of the Quest's mechanics. There's a list of Skills that I'm provisionally going with, and you can find that list in the "Additional Links" section. But what you should note, is what Skills do?

You add them to your roll. That is to say, a +3 means that you add three to the result of the dice roll… which I, the QM, will handle.

You attack and defend with Skills, you can Overcome challenges or try to create Advantages, and these skills themselves range from +0 to +8, though results can range a little lower:

-2: Terrible
-1: Poor. Again, this is a result, not a skill-level you can normally have.
0: Mediocre. This is the skill level of a skill you don't have points in.
+1: Average. A Stormtrooper might have this in Blast, a thug in Fight, etc.
+2: Fair: In this warlike age, many Jedi all but expect new Padawans to be at this level in Fighting, because otherwise they'll certainly have trouble. A skilled clone trooper on his own can Blast at this level as well.
+3: Good
+4: Great--A Jedi is thought of as more than adequately skilled in the blade if they have a Fighting of +4.
+5 Superb--A Jedi with this in Fighting is reckoned to be a Master Swordsman. Anakin was this, until he grew even better during the war.
+6 Fantastic--Both Obi-Wan, Dooku, Anakin, Mace Windu, and Palpatine are examples of fantastic Lightsaber-wielders. This is seemingly the peak of what most people can do. A person with even one Skill at Fantastic is doing well.
+7: Epic--Yoda's Fighting is Epic, as is Palpatine's skill at Persuasion.
+8: Legendary--The highest a person can get, period. Yoda's Lore, Palpatine's Blast. A skill at this level lives up to its name: people have heard of it, people have celebrated the skill, and it's even hard to find examples which aren't so far over the top as to awe

You aren't going to ever have a skill at Legendary, this isn't that sort of Quest.

Dice rolls themselves can range from -4 to +4, so you add the skill, like let's say +3, to it. Most rolls, however, fall between -2 and +2. They're somewhat bad (and you'd better hope your skill lets you try to muddle through) to somewhat good. Fate uses four fudge dice, with +s and -s, which add to the roll, rather than a typical six-sided dice. If all four dice land up +, that's a +4, if all four land on a minus, it's a -4, and of course most results are between the two extremes.

Look At What I Can Do: Stunts

The skills, as you'll notice when you look at the link, are both diverse… and yet also very, very broad. Stunts are what helps to make it specific. They're what makes a character special, even if two characters have the same Skills.

Stunts are a definite puzzler, and making tons of good Stunts is one of the jobs I have as a QM. Stunts, if you're wondering, can work several ways. Some require the spending of a Fate point, but many are rather more inherent. They create an exception to the rules, strengthen a particular application to them, or allow a new type of action.

As an example, Empathy is a great skill, and with the Force you can understand people more deeply. But you cannot apply Empathy to objects.

But if you have the Psychometry Stunt, you can, and if you succeed you can get special outcomes that you couldn't otherwise. But to be more specific to non-Force examples, consider acting first. Notice is what allows you to determine order, but let's say you're a quick-draw blaster slinger, than you could have this Stunt:

Quick on the Draw. You can use Blast instead of Notice to determine turn order in any physical conflict where shooting quickly would be useful.

Similarly, on top of what the link lists as Stunts, there are far more, including a 'Novice' and "Grandmaster" version of each of the Lightsaber Styles that will be done in time to eventually apply.

The Force

The Force manifests most of all as a combination of Stunts and Aspects. You can apply the Aspect related to using the Force (such as "Hot-shot Jedi Knight") to any roll that would be relevant (for the usual choice of rerolling or adding +2). This builds on what is already there. The empathic person finds, with the Force, that they can understand people deeply Of course, you have to spend a Fate point unless you get a Free Invocation. You Invoke the Force and become one with it while piloting, you push an object further by adding it to Blast, etc, etc.

The Force is also a set of Stunts. These Stunts, like the Psychometry idea above, allow you to do the impossible, but these two are tied, rightfully I think, into Skills. The Force makes you more, it cannot make the foolish wise, it cannot make the weak-willed powerful.

And of course, you need the Force in order to be able to purchase a Lightsaber, that most special of weapons. Much more will be explained about the Force and how to use it later on, and I might create a list of Stunts you've seen, or the like.

A Bad Feeling… Combat, Challenges, and so on!

When you roll all this, what are you rolling against? Well, it depends! A Challenge is a set of rolls (a single roll is just a basic "Overcome" roll of the dice against a passive difficult, which you must roll over) to do an action. For instance, you crash down on a deserted planet after a battle. There's no water, and you need to find that, there are wild beasts attacking you, at the same time as you're hunting for water and avoiding beasts, you have to repair your ship to escape, while Hiding from the enemy droids looking for you.

Thus, it becomes a series of rolls that you then combine to see the outcome. This will be especially common, since this is a Quest. You'll set a course of action, I'll do rolling, and then use that to describe just how everything goes wrong… or right, that can happen too.

A Contest involves two people going up against each other, often rolling different things: can someone shoot down the ship using Blast before its pilot escapes using Transport?

And a Conflict, well, that's when fight scenes begin… though conflicts can in fact be shouting matches, or other such things. Each character has a turn-order, they have Zones to occupy, they attack (whether physically or otherwise) and in fact they do damage.

So what is damage? First, it can cause "Stress." Stress is those lucky shaves. Stress is ducking just before a laser blows your head off, Stress is managing to keep from blowing your lid at an insult.

The average PC, and some NPCs, have separate boxes for physical and mental stress. They have a "one shift" box, and a "two-shift box." That means they can take up to 3 shifts (or pips, or whatnot) of Stress in that area before it has to roll over to Consequences, explained below. If you don't have room to take Consequences, and you take a stress beyond those three… then congratulations, you've lost.

Consequences are a nasty thing. There are three levels of Consequences: mild, moderate, and severe, with 2, 4, and 6 boxes respectively: you subtract the boxes from the attack. As in: if you have a full stress box and someone attacks you again for 1, you can take one box of Mild Consequences. Unlike Stress, Consequences don't go away after the end of a conflict. You gain a negative Aspect, such as, "Missing Arm" that can be invoked for free by your opponent, and doesn't go away after the fight. Obviously, mild is for far less than "Missing Arm" and Severe can be game-changing.

Final question, then: what does it mean to succeed? When you roll, you have four outcomes.

If you fail to roll as high as them, or below a target, you just plain Fail.

If you Tie, then you get a lesser version of it, or it at a minor cost. You're trying to fix the ship, and you get it working, but the shields are flickering, or you get all of it working… but only on repulsorlifts.

If you succeed, getting one or two points above, well. You do it!

And if you beat the roll/target by 3 or more points, you get a Success with Style, and that means that I, the QM, will throw good things your way. You fix the ship almost better than new, and for a little while, it'll run, "Straight Out of the Factory" because you fixed some minor problem you'd missed before. As an example.

Milestones

This is a Quest. The character will grow and change. Some of this will just be straight up being offered (or effectively offered) choices of skills, Stunts, and etc, but when?

I think in some ways that Milestones are still a good concept to use, and if it turns out they're not quite working, I can eliminate them and replace them with something else. Your advancement in the narrative means your advancement otherwise: you can fight a dozen foes and win, but if it doesn't advance the story (though it'd be likely it would), then, well, nope.

Milestones come in three different forms. First, a Minor Milestone should happen, on average, every 3-5 updates. It's the end of a Session, and anytime you could imagine it being the end of a chapter if it was a work of fiction, that's where. During a Minor Milestone, you may rename character aspects, switch the order of Skills, replace a Stunt (though all three will be guided via votes), and more importantly, you can change Moderate Consequences to more neutral Aspects.

The burn heals, the enraged feeling sinks back down to relative calm: it's not gone, it's not forgotten (at least not yet), but it's reduced.

Significant Milestones occur only when something major happens. The end of a plot-line, etc, etc. You learn something and grow, and thus you may add one skill point either to a skill you have, or bring up a non-existent skill to Average (+1), and of course you can do anything you can do with a Mild Milestone involving Aspects… except you can also rename a Severe Consequence.

A major milestone, on the other hand, is big. It's the end of a Star Wars movie, honestly, is how to describe it. On top of everything you gain from the previous two, you can make even an Extreme Consequence (the level beyond even Severe) be altered. As in, Anakin Skywalker loses an arm, and at the end of Attack of the Clones he can spend his Major Milestone to get a robot arm, among other things.

You can also take another point of Fate… or buy another Stunt on top of the ones you already know, and if you've majorly changed, you can even rename your High Concept. Anakin Skywalker slaughtered a vast number of innocent people in Revenge of the Sith, and his High-Concept changes to represent that he is in fact now a Sith.

Thus will you advance, hopefully, on the road to becoming a Padawan!

Additional Links:

https://libskia.so/pub/Star-Wars-Fate-Edition.pdf

Welcome to Fate SRD | Fate SRD
 
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[X] Trandoshan

It is not our nature that defies us, but what we choose to become ourselves... or something
 
I'll be honest, I'm not actually a Star Wars fan, so I'm...Going to vote blindly for what appeals to me, and what appeals is
[X] Nautolans
WATER ADVENTURES AHOY!
 
Incidentally, just to clarify, @NemoMarx is my co-QM. They have a pair of dice for the rolling, they'll be editing the updates and bouncing ideas around. So while they can't speak to the future of the story or anything--and can't vote despite having a clear favorite that they can't indicate--they are a source of information in general.
 
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