CS Guide: Character Creation: Difference between revisions

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The Character Sheets that the Dark Jedi Brotherhood utilities are a custom system based on the FATE roleplaying system. While the FATE system is designed for tabletop, it focuses heavily on the act of telling a compelling story through interesting, unique characters. A lot of these elements have been taken and used in constructing an entirely new type of system, specifically designed for the Dark Jedi Brotherhood’s various writing activities.  
All members of the Dark Jedi Brotherhood are able to create a Star Wars character that will be displayed on your dossier account and that gets tied-in to the clubs fictional systems. This process starts with your primary Character Sheet.


In this guide you will find all the information you need for creating your character, including guidelines by the Voice team that will ensure your character sheet is approved in a timely manner. Please keep in mind that the Voice Staff are responsible for approving every edit made to a character sheet. If you have a question or concern with comments made in a remand of your character sheet, please do not hesitate to contact the staff! We are here to help.
The following guide will walk you through the steps for creating your character using the Character Sheet creation tool.


== Creating Your Character ==
Note: ''As you progress through the ranks, you get the option to create an Alternative Character sheet, and eventually you can purchase additional NPCs slots through Possessions. Possessions is also where you will be able to equip items you earn or purchase with credits earned form competing in activities across the club.''
To start off, head over the DJB main page! After logging into your account, head over to your administration panel and click on the “Character Sheet Administration” link. From here you can manage existing sheets. Since this is your first one, however, click the big green button that says “Create Character Sheet From Scratch”.


[[file:CS1.jpg|450px]]<br /><br />[[file:CS2.jpg|450px]]<br /><br />[[file:CS3.jpg|450px]]
[[File:Examplesheet.JPG|none|675px]]


After a few moments, a new window will open up in your current one. Welcome, to the Character Sheet Construction Tool!
'''Additional Resources:
'''
* [[Character Sheet Approval Guidelines]]
* [[Fiction Resources]]


[[file:CSIntro.JPG|450px]]
For a list of all the Species, Feats, Aspects, Disciplines, Skills, and Force Powers please see the:
[https://www.darkjedibrotherhood.com/character_sheets/reference Character Sheet Reference] database.


Coded from the ground up by Seneschal James Entar for use with the new Character Sheets, this tool is what you’ll use to create your first character sheet. From here, the construction tool will walk you through creating your new character sheet. The tool has several different sections, allowing you to define the following things about your character:
== Introduction ==


=== Step 1: Personal Details ===
Creating your character sheet is not only an important step towards helping you progress through the early ranks of the Brotherhood, but also directly ties into taking part in the various fictional activities made available to members of the club. These activities include [[Fiction]] competitions (write a story in response to a prompt/topic), [[Run-On]] competitions (collaborative stories with a team), and the [[Antei Combat Center]] (combat writing).


[[file:CSDetails.jpg|450px]]
All character sheets go through an approval process that is reviewed by a member of the Voice Staff. You can find the requirements for this process on the [[Character sheet approval guidelines]] page. You may also find it helpful to read up on [[Dark Brotherhood Canon]] to know where your character fits in to the current fictional timeline.


==== Species ====
Finally, please keep in mind that the Voice staff are responsible for approving edits made to a character sheet, and that if you have a question or concern with comments made in a remand of your character sheet, please do not hesitate to contact the staff! They are here to help you with making your character come to life in our system.


''(Main Article/Document: Work In Progress)''
== Creating Your Character ==


Select your species from the DB-approved list. You will be able to fine-tune the details of your character in the fields to come as you write a physical description for your character, define their handedness, height, weight, and preferred weapons.
To begin, head over to the top right corner of the Dark Jedi Brotherhood's main page where you see your name.


Each Species comes with it’s own unique perk and flaw. These perks and flaws are mostly based on each races unique anatomies and varying cultures. The Brotherhood has over 40 iconic races to choose from.  If you do not see the race you wish to play on the list in the Wizard, please send a proposal to the Voice staff demonstrating your understanding of the race you wish to get approved. This means giving a list of possible perks and flaws, and how they would balance out with the Character Sheets based on anatomy and culture.
[[File:Adminmenu.jpg|thumb|center|750px]]


<span style="color:#B22222">'''CS-STAFF NOTE: Hybrid races are discouraged, but if you are deadset on playing one, you will have to choose which race you gain the Species Feat for. If you wish to be half Human and half Hapan, you need to select one or the other as your Species. The drawback to the Hapan feat is Nightblindness. You cannot use being “Half Human” as a means of getting around that Nightblindness. If you wanted to be able to see in low-light situations without aid, you would need to select Human as your Species, which gives you a bonus to survival and adaptability but lacks the Nightblindness drawback.  However, you can then mention in your Physical Description that your character is half-Hapan, and has the characteristic beauty the race is known for.'''</span>
When you click it, you will be brought to the administration panel. Navigate to the tab that says '''“Characters”'''.


==== Height/Weight ====
1: Click  "Character Sheet Administration" <br>
[[File:Charactersnew.png|thumb|center|750px]]


Members in the Brotherhood span across the globe. As such, both the metric and imperial measurement systems are used. You may use Feet or Meters for height, but should also include the conversions for better immersion with your peers.


''Example:  
2: Click the Green Button that says: "Create new character sheet from scratch" <br>
6ft / 1.82m or 1.82m/6ft
[[File:Csadmin_create.jpg|thumb|center|750px]]
185lbs / 83.9kg or 83.9kg / 185lbs''


<span style="color:#B22222"> '''CS-STAFF NOTE: Remember to make it realistic for the race that you’re choosing. If you need help coming up with proper proportions (ie. Height/Weight balance), research what the average height and weight of a person would be for what you’re looking for.'''</span>


Example:
3: You will now be brought into the Character Sheet creation tool window. Read the introduction instructions carefully and then click “Next” to start! <br>
John Starwalker is an avid martial artist. He is smaller and agile, and can deftly move through most situations unscathed. A real life person who John Starwalker would remind you of is Bruce Lee. Bruce Lee was 5’7 / 1.71m and 135lbs / 62kgs. John bases his character off Bruce Lee, and can estimate that his character would be approximately the same height and weight.
[[File:Cs_wizardstart.jpg|thumb|center|750px]]




==== Handedness ====
=== Step 1: Personal Details ===


Select If your character is right handed, left handed, or ambidextrous. Please note that even if your character is Ambidextrous, that does ''not'' mean you can ignore the Dual-Wielding skill when utilizing two weapons at once. Just because you can use both hands equally '''does not''' mean you can perform separate tasks with them at the same time very well. Dual wielding weapons also requires coordination and conditioning of muscle memory.
Input your character's personal details.
[[File:Pd1.jpg|thumb|center|750px]]


==== Physical Description ====
[[File:Raken2.png|100px|DGM Raken]]


What does your character look like? This is the basis on which your peers will draw a visual imagine in their own heads as to what your character looks like.
==== Species ====


{{Quote|''Raken is fairly large and well-built. Standing just under two meters, his frame is laden with heavy musculature. His crimson skin is almost completely covered in the patch-work lattice of scars from his past trials. Raken bears these wounds with pride often forgoing clothing over his torso.''}}
''(Main Article/Document: [[CS Guide: Species]])''


From this, we can easily tell that Raken is tall, and heavily muscled. We also know that he is red, has tattoos and does not bother to wear a shirt (Also known for choking). This translates well into a commission of the Shadow Hand himself seen above.
Select your Species from the DB-approved [[CS Guide: Species|list]]. Familiarize yourself with the “Notable traits” and “Description” sections to help with creating what your character will look like.


Be as detailed as possible, and focus on painting a clear picture for your character.
===== Species Adherence =====


<span style="color:#B22222"> '''CS-STAFF NOTE: Please refrain from using the physical description box to describe a demeanor or personality trait. Saying your character “is intimidating” does not mean anything to a reader. Instead, try using language that explains what makes the character ''look'' intimidating.'''</span>
You should also pay close attention to the notable traits of the Species you select. The Wiki entry for each Species lists out the Notable Traits. For example, if you select Chiss, you would need to include the race’s blue skin and red eyes.
[[File:ChissSnapshot.jpg|thumb|center|750px]]


'''Example:''' ''Lando Solowalker is taller than most most humans with wide shoulders, toned arms, and piercing green eyes that contrast with his pale skin and dark hair.''


Considering that the character is taller than other humans, well built, and has vibrant eyes that stand out against pale skin; one could surmise that this character is “imposing” or “intimidating”. Again, to really achieve intimidation, further expansion on your character's demeanor can be achieved through the use of Aspects.
Each Species also features two unique Feats that they are granted automatically. If something mentioned in one of these Feats is '''cosmetic''', you may plan to defy this part of a Species’ granted Feat (e.g. a character not having cultural tattoos if they did not grow up in their own culture), but this needs to be covered in an *Aspect* to explain how and why. You '''may not''' lose the balancing effect of the Feat, however, or otherwise change any '''functionality''' of a Feat with an Aspect (e.g. Zeltrons cannot consciously control their pheremones).


<span style="color:#B22222"> '''CS-STAFF NOTE: Please make sure your characters description matches your species. If you are a “Human”, do not write your character as being 7’2 and covered completely in fur with a dog-like nose, claws, and with sharp canine teeth. You should probably switch your race to “Wookie” in this case.''' </span>
[[File:ChissFeats.jpg|thumb|center|750px]]


==== Prefered Weapons ====


Here you can list your characters prefered weapons. This gives anyone reading your character sheet insight into what your character never leaves home without. It’s not asking what your full combat arsenal is when assaulting a lunar base, but simply what weapons your character is rarely seen without.  
Another example: Chiss develop at earlier ages, while a Species like Sephi are a long-lived species. So an 80 year old Sephi is actually young by Human standards, and a teenage Chiss might be closer to an adult than a Human adolescent.  


<span style="color:#B22222"> '''CS-STAFF NOTE: You should list specific weapons, such as “Vibroblade, Echani Knife, DL-44” instead of saying, “Blasters and Swords”. The descriptor “swords” could mean a sword of any size or shape, whereas a “vibroblade” and “Echani Knife” are weapons that has been clearly defined.'''</span>
Hybrid species are allowed, but you must choose a primary Species for the sake of granted feats. You cannot mix and match feats. It is one or the other. While your character may have cosmetic traits of both Species, they may only have the functional traits of the primary selected Species.


<span style="color:#B22222"> '''CS-STAFF NOTE: While you can use Blasters, Slugthrowers, and Miscellaneous/Bladed/Blunted weapons without any points in the respective Skills, your prefered weapons ''should'' coincide with a Skill your character has at least a +1 in. So for example, if you have a +3 in Bladed Weapons, but a +0 in Blasters, you should not list a blaster as a prefered weapon, but instead a bladed weapon.'''</span>
''See [https://wiki.darkjedibrotherhood.com/view/CS_Guide:_Species#Hybrids Hybrid species ] for more information.''


Fighting Style should be reserved for your Combat Aspects. Listing how and when you use your weapons is also better communicated on in through those Aspects, especially if you are writing your own. Stating that you use the Force in lieu of weapons is acceptable, but again, listing what powers you use or how you use them should be limited to Aspects and Force Power assignments.
==== Handedness ====


While we eagerly await our possessions system to go live, please stick to using established Star Wars canon weaponry found on Wookieepedia.
Select if your character is right-handed or left-handed. Ambidexterity can be selected later on as a [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ambidexterity feat ].


Weapon Types: http://starwars.wikia.com/wiki/Category:Weapon_types
==== Age ====


[[File:Blasterpistols.jpg|150px|thumb|left|Common Blaster Pistols]][[File:Blasterrifles.JPG|150px|thumb|left|Common Blaster Rifles]]
Select your character’s age. The site will automatically calculate their birth year in BBY/ABY.
[[File:Melee_weapons.jpg|150px|thumb|left|Common Melee Weapons]]


==== Height/Weight ====


Members of the Dark Jedi Brotherhood are spread out across the globe. As such, both the metric and imperial measurement systems are used, but the character sheet asks for ''meters'' and ''kilograms''. [https://www.unitconverters.net/ Unit converts] can be helpful here.


When picking your character’s height and weight, the Voice Staff recommends using a real-life athlete, actor, or someone that you feel closely portrays your character. You can look up what their height/weight is, and either copy that, or make slight adjustments.


=== Physical Description ===


When writing your character’s Physical Description, the goal is to paint a visual image of what the character looks like for the reader and to show how they '''appear''' to other characters they come across. This field should only reflect the ''physical traits'' that would help identify the character in a lineup of other characters. What do they look look like in a static picture? How would you describe them to someone if you wanted set up a meeting with a stranger?


Since the focus is solely on the character's visual details, the '''effects''' of the character’s appearance or their behavioral traits should '''not''' be included in a Physical Description. Behaviors like "his eyes intimidate everyone around him" are instead covered under  a character's ''Aspects''. Clothing, attire, and weapons are also covered separately under the '''Possessions & Loadouts''' section of your administration panel. The only articles that can be listed  here are Species-specific things like a Kel Dor’s breathing mask.


For a quick start, you want to make sure you hit all the basic six (6) descriptors: ''skin tone'', ''eye color'', ''hair color'' and ''hairstyle'', ''body type'', and ''distinguishing marks'' (like scars or tattoos).


* ''Example:'' '''[name] is a [species] of x build. He/she/they have x eyes and x skin, along with x hair that is x
'''


Please avoid out of universe references in doing so, such as Asian, Caucasian or African, and instead use terms like “flat nose/angular eyes, pale features, or dark skinned/coarse hair”. Always check your Species infobox for information about what colors or features are standard to your selected Species. Here are some general examples of what descriptive words you might use for each such item. You can always input any of these phrases into a thesaurus to find more specific color types or varieties.


'''Skin:'''


* Pale/Light/Fair
* Tanned/Bronzed
*Dark
*Brown
*White
*Pink
*Red
*Blue
*Orange
*Violet


'''Eyes:'''


*Brown/Chocolate/Amber
*Blue/Sapphire/Aquamarine
*Green/Emerald/Jade
*Gray/Ash/Smoke
*Black/Obsidian/Coal
*Red/Scarlet/Crimson/Ruby/Garnet
*Yellow/Citrine/Topaz/Gold
*Purple/Amethyst/Lavender


'''Hair:'''


*Brown
*Auburn
*Gold
*Platinum
*Red
*Silver
*Black
*Blue
*Pink
*Green


'''Hair Styles:'''


*Long
*Medium
*Short
*Down/loose
*Tied up/Tail/Ponytail
*Bun
*Shaven
*Undercut
*Dyed
*Bald
*Braided
*Dreadlocks
*Shaggy
*Messy
*Cropped


'''Physique:'''


*Lithe
*Slim
*Willowy
*Muscled
*Bulky
*Trim
*Cut
*Delicate
*Strong
*Feminine
*Masculine
*Curvaceous
*Thick
*Thin
*Bony
*Hulking


'''Distinguishing Marks (single style only, not situational):'''


*Scarred
*Inked
*Tattooed
*Dyed
*Carved
*Pierced (as of jewelry)
*Makeup


You may also include accents, but keep in mind that there is not an England or Southern United States in Star Wars — these fall again under out of universe references. Instead, you can use things like "aristocratic lilt" (English accent), or "slow drawl" (Southern United States). Accents are considered flavor for the purpose of better describing a character's "voice" in dialogue writing.


==== Example ====


[[File:NixHeadshot.jpg|left|thumb|Image Reference|200px]]




Lord Marshal [[Damon Nix]], leader of the Iron Legion. Full [https://www.darkjedibrotherhood.com/non_player_characters/36 Character Sheet].


'''Description:'''<br>
''The most striking thing about Damon Nix is how remarkably average he appears to be. Tall, broad-shouldered, and physically fit, he has pale but healthy skin and sports a soldier's build. His close cut, wavy brown hair is combed over and up to the right, matching dark, muddy eyes set above a straight nose and a strong jaw. Despite his age, he has no trace of wrinkles, grey hairs, scars or markings beyond the crow's feet at the corners of his eyes and the faint laugh lines on his jowls. His smile is feral, revealing perfect rows of too-white teeth.
''


'''Things NOT Included:'''<br>
The clothing/attire he wears, how he acts/behaves, or how he affects other characters.
<br><br>


==== Helpful Tips ====


The following tips from the Voice Staff aim to help you avoid getting your sheet bounced back to you.


'''Listing features''' — Your description should be written in sentences to provide the best description, not bullet points or data entry.


''Incorrect Example: "Hair Color: red. Eye color: blue. Tattoos: tribal."
''


'''Effects of features on others'''  — This would fall under Custom Aspects. You can have piercing green eyes, but you cannot have "eyes that pierce through others' soul and make them want to vomit with fear."


''Incorrect Example: "...so beautiful that people often get whiplash from turning their heads when they see her walk past them."
''


'''Behavioral patterns''' — These also fall under Custom Aspects. You can have muscles like a hunting cat or muscles born of a soldier's life, but you can't make mention of what the character's workout routine or lifestyle.


''Incorrect Example: "He keeps up a daily regimen of brutal fitness combined with decades of harsh training and experience that maintain his muscles and cover him in scars."
''


'''Attire''' — There is absolutely no attire, armor, or clothing styles listed in the Physical Description. Certain Species [[CS Guide: Species|have special exceptions]] such as breath masks or blindfolds, but these must be explicitly stated and required for the Species in their information, and should not be recreational (eg if your character just prefers to be masked or cover their eyes).


=== Step 2: Disciplines ===
:''Main Article: [[CS Guide: Disciplines]]''


A Discipline is like a conventional RPG “Class”, except much more flexible. You are not locked into the definition of your Discipline; you are merely picking a set of unique skills that tie into your character’s “play style” when writing them. They relate to the type of unique training your character would focus on as they advance.
For example, the typical ''Shadow'' would utilize the bonus to stealth and subterfuge to their advantage. Their targets never see them coming, until they are already dead. You could just as freely, however, play a ''Shadow'' that '''doesn’t''' care for literal cloak and daggers, and prefers to get up close and personal with their targets before taking their lives.


Each Discipline comes with two unique Feats. One modifies an existing Skill or Force Power, while the other grants a  Skill or Force Power that is unique to the Discipline. These feats are broken up into three tiers, and grow more powerful as you reach each milestone.


* Discipline Feat I — ''Journeyman level feat.''
* Discipline Feat II — ''Equite level feat.''
* Discipline Feat III —  ''Elder level feat.''
[[File:Discipline.jpg|thumb|center|750px]]


=== Step 3: Skills ===
:''Main Article: [[CS Guide: Skills]]''


{{Quote|These blast points - too accurate for Sand People. Only Imperial Stormtroopers are so precise.|Obi-wan Kenobi}}


Skills represent your character's abilities that come from their knowledge, practice, aptitude and govern their ability to perform different actions. This starts with the six (6) ''Core Skills.''  Physically, you have ''Athletics'' and ''Might'', which are supported by ''Stamina''. Mentally, you have ''Intellect'' and ''Perception'', which are supported by ''Resolve''.  For more information on the ''Core Skills'', see the [[CS Guide: Character Sheet FAQ]].


The remaining list of available Skills help better define your character’s strengths and weaknesses. All Skills are usable at the basic level (+0), and grow in competence with each tier.


* '''Mediocre''' (+0) - ''Available to all ranks'' — Covers the basics of a given Skill, and does not prevent you from writing your character using it with a common sense level of aptitude.
* '''Learned''' (+1) - ''Available to all ranks'' — You have, through trial and error most likely, invested some time to learn more about the skill.
* '''Trained''' (+2) - ''Available to all ranks'' — You have been trained in this Skill through increased practice and application.
* '''Proficient''' (+3) - ''Available at Journeyman'' — You are confident in using your respective Skill and consider it a strength, and would advertise it professionally.
* '''Adept''' (+4) - ''Available at Equite'' — You’ve put in the time and effort and have expertise in this Skill.
* '''Master''' (+5) - ''Available at Elder'' — You are considered in the top 1% of your respective Skill.
* '''Sovereign''' (+6) - ''Available at Grand Master'' — You have truly gone beyond: Plus Ultra!


The only unique outliers for Skill progression are ''Lore'', ''Linguistics'', ''Primary/Secondary Lightsaber Form'' and ''Primary/Secondary Martial Art'' skills, which require a minimum of (+1) to count. A (+1) in any of these skills allows you to add these fields to your sheet under the ''“Specialization”'' section.


[[File:Blasterskillexample.png|thumb|center|500px|Example Skill box.]]


Very rarely will one single Skill govern an interaction your character has with either the environment or other characters around them. A good conversationalist is said to be charismatic, but some can simply be witty or manipulative. There are countless ways someone can handle a simple dialogue interaction. Instead of having a single Skill (like say, Charisma) to govern these interactions, the sum of your character's Skills work together. "Charisma" is composed of  ''Intellect''  for wit and processing,  ''Subterfuge''  for control of facial expression and emoting,  ''Empathy''  for being able to feign or express genuine sympathy or understanding, ''Perception'' for noticing and picking up on ticks or tells from the other speaker, and  ''Manipulation''  to carefully steer and direct the conversation itself.


At the same time, Skills can overlap. For instance, we have '''Interrogation''' and '''Intimidation'''. These are two means for the same end, in terms of gathering information from someone. Which Skill you dump your points into will determine the methods employed by the character. On the same topic, '''Empathy''' and '''Diplomacy''' can be used to quell a dispute while relying on different approaches.


===== Lightsaber's in the Brotherhood ====
Then, Skills will work with each other to further delve into the picture that is your character. A character with low '''Athletics''' and high '''Stamina''' would make a good marathon runner, whereas if you flip these values you'll end up with a fast sprinter that wouldn't survive the marathon but couldn't be touched in a 100m dash.


Certain lightsabers are unlocked as you progress through the Brotherhood ranks. The table below lists the lists the ranks at which lightsabers are unlocked. New members only have access to a training saber.  Once you reach Protector, you can have an armory saber.  As you advance through the ranks, you gain more lightsabers, as described here: http://wiki.darkjedibrotherhood.com/view/Lightsaber
=== Skill/Force Power Ladder System ===


<span style="color:#B22222"> '''CS-STAFF NOTE: Any unique weapons you list here that do not have an article on Wookieepedia must be approved by the Grand Master or the Voice'''. </span>
Skills and Force Powers have separate ladders, but work under the same pyramid build system. This is not a Skill Tree found in a conventional RPG. The Skills / Force Powers you slot and assign do '''not''' have to be related in anyway.  All this means is that in order to create a balanced skill-set, you need to build up towards your “top” marquee skills from the bottom.  


<span style="color:#B22222">'''CS-STAFF NOTE: For Custom Weapons awarded by the Herald or Grand Master in the past, these weapons will be honored and grandfathered into acceptance.'''</span>
The top layer needs to always be supported by a layer below it. An image of a proper skill pyramid can been seen below.


=== Step 2: Disciplines ===
1. To set your Skills or Force Powers, drag and drop the grey boxes from the right into your desired skill tier on the left.
:''Main Article: [[Disciplines]]''
[[File:Skills.jpg|thumb|center|750px]]


Select your character’s discipline; In classic RPG terms, this is where you pick something much like a class.  Each discipline comes with two unique feats. One Modifies an existing Force Power, the other grants a unique Force Power to the discipline. Your discipline serves as a basis for how you will build your character’s unique personality and your Skill and Force Power sets.  Disciplines, in character, relate to the training your character would receive as it advances.  This is in contrast to Orders, which are meant to represent more of of the philosophical background to how your character uses and relates to the Force.


[[file:CS4.jpg|450px]]
2. If you build your ladder improperly, and don't have the proper pyramid base, you will see a red highlight appear around your Skills, as seen in the image below. This will prevent you from moving to the next step. You can fix this by making sure the below tier has equal or more skills designated.


=== Step 3: Aspects ===
[[File:Skilltreefail.jpg|thumb|center|300px]]


{{Quote|Scoundrel. I like that.|Han Solo}}
==== Skill Points ====


You’ve created the outline for what you want your character to be. Now it is time to define who that character really is.
There are four different rank tiers which provide access to higher proficiencies as you progress in Brotherhood [[rank]]. Moving from one tier to the next gives you a larger boost in total Skill points from which to draw upon.


Aspects are the key to your characters personality and what sets them apart from other characters. They allow you to expand on your characters merits, flaws, habits and quirks; traits that help make them truly unique and likable. These Aspects can be rooted in your character's history, upbringing or background to shed light onto what makes them behave in various situations or scenarios.
===== Force Users =====
{| border ="1"
! Novitiate !! !! Journeyman !! !! Equite !! !! Elder !! !! Grand Master !!
|-
| Novice I || '''11 ''' || Journeyman I || '''20''' || Equite I || '''29''' || Elder I ||'''38'''|| Grand Master || '''66'''
|-
| Novice II || '''12''' || Journeyman II || '''21''' || Equite II || '''30''' || Elder II || '''39''' || ||
|-
| Novice III || '''13''' || Journeyman III || '''22''' || Equite III || '''31''' || Elder III || '''40''' || ||
|-
| Novice IV || '''14''' || Journeyman IV || '''23''' || Equite IV || '''32''' || Elder IV || '''66''' || ||
|}


When creating a character, you want your reader to be able to empathize in some way, shape or form. Even if you are writing an evil bunny-killing dark jedi, giving them a balanced set of flaws and merits not only makes them realistic, but easier to relate to. If your character is relatable, your reader will have a better experience reading your work. Step 3. Profit.
===== Non-Force Users =====
{| border ="1"
! Novitiate !! !! Journeyman !! !! Equite !! !! Elder !! !! Grand Master !!
|-
| Novice I || '''11''' || Journeyman I || '''23''' || Equite I || '''35''' || Elder I ||'''47'''|| Grand Master || '''78'''
|-
| Novice II || '''13''' || Journeyman II || '''25''' || Equite II || '''37''' || Elder II || '''49''' || ||
|-
| Novice III || '''15''' || Journeyman III || '''27''' || Equite III || '''39''' || Elder III || '''51''' || ||
|-
| Novice IV || '''16''' || Journeyman IV || '''28''' || Equite IV || '''40''' || Elder IV || '''77''' || ||
|}


Every character gets to choose six (6) Aspects. These six (6) Aspects are divided into three categories that get 2 Aspects each: General (2), Personality (2), and Combat (2).


Personality Aspects are the most important, as they are the heart of your character. These can range from phobias and quirks to motivations and ambitions.  
''Note:'' Skills will always be listed in ''Italics'' in the Character Sheet system.


Combat Aspects detail your character's fighting style and habits. This can range from ranged fighting and stealth to melee and a tendency to want to blow things up.
=== Step 4: Force Powers ===
:''Main Article: [[CS Guide: Force Powers]]''


General Aspects can fall under either personality or combat. They can also be used to describe anything that falls in between or outside of the aforementioned categories as well.
{{Quote|The Force is what gives a Jedi his power.|Obi-wan Kenobi}}


You have the choice of selecting from a plethora of Aspects pre-written and created by members of the Brotherhood (recommended for newer members) or create your own custom Aspects!
Force Powers are available for all Force-sensitive beings. Those who have committed to training their Force abilities (FUs) have access to many more points and levels to use here, however Non-Force User (NFUs) still have access via the Force Sensitivity Point (FSP) system. As with all points on the CS, those points are completely optional to use, so should you play an NFU wishing to have absolutely no Force abilities, you can skip the Force Powers page of the CS system without using any of the points. As only a handful of points are available to NFUs in this system, for balance, Non-Force Users are given bonus feat slots and skill points for balance.


==== Example of Pre-Written Aspect ====
Each Force Power behaves differently, so the best way to get an understanding of these powers and how they work is to reference the [[Force Powers]] tables.


“Lone Wolf”
==== Force Power Levels ====


Lando Solowalker doesn't like to work in groups or teams and feels most comfortable on his own.  Ladno Solowalker sticks to himself, sets his own pace, and doesn't share feelings or emotions with others.  While the Lone Wolf can get things done quietly and efficiently, he tends to be emotionally cut off and has problems relating to his comrades.
Each level of proficiency in a Force Power can be bought using one (1) point. There are six levels of Force Power proficiency:


Though simple, this Aspect does a great job of separating your character from the rest of the pack. It then goes on to point out the flaw/merits of the aspect, creating a realistic, relatable character.
* Initiate (+1) - Available to all ranks.
* Studied (+2) - Available to all ranks. This is the max level for NFU FSP.
* Disciple (+3) - Available at Journeyman.
* Adept (+4) - Available at Equite.
* Master (+5) - Available at Elder.
* Grand Master (+6) - Available at Grand Master.


The possibilities are endless, but ultimately, using the elements of your characters history, backstory, and culture with a cause and effect is a surefire way of having your custom aspect approved!
==== Force Power Points ====


=== Interlude: Order Breakdown ===
There are six different rank tiers which provide access to higher proficiencies as you progress in Brotherhood rank. Moving from one tier to the next gives you a larger boost in total Force Power points from which to draw upon.


In the Dark Jedi Brotherhoods Character Sheet System, your Order does actually affect how your skill and force power points are distributed. Initiates start with a base set of 11/11 for Skills/Force Powers. From there, each rank grants an increasing amount of points. Depending on your order, your points will gain a +3/-3 if you follow the path of Krath or Obelisk. Sith gain a passive +0/-0 to their progression. As you reach the higher ranks, the skill modifier becomes less important, and your path becomes more of a spiritual philosophy for your characters demeanor and fighting style.
Force points are distributed in the same manner as Skill points and use the same style of pyramid to balance out which Force Powers your character is best at.


<span style="color:#0000FF">Obelisk</span>, focusing on the devotion of their martial ability and physical prowess gain +3 to skills, but -3 to Force Powers development points per rank.
Note that Force Powers in our system are concentration based. The "damage output/strength" of the Power does not scale with more Force Power points put into a higher rank of an ability (with the exception of Powers increasing in the ability's active range or efficiency, including '''Darkness''', '''Creature Control''', '''Farsight''', '''Healing''', '''Precognition''', and '''Telepathy'''). Example: +1 Force Lightning hits and hurts exactly as badly as +5 Force Lightning; however,  +1 takes focus and will, and thus is slow to perform and difficult to do in the midst of combat or high stress situations. +5 is adept and practiced, requiring no concentration, and so can be used instantaneously.


<span style="color:#FF0000">Sith</span>, focusing on deception, manipulation, and piloting are well rounded and get an even spread between Skills and Force Powers.


<span style="color:#800080">Krath</span>, focusing on their study of the Dark Side, its purpose, and the lore behind it gain a -3 to Skills, but +3 to Force Power development points per rank.
{| border ="1"
! Novitiate !! !! Journeyman !! !! Equite !! !! Elder !! !! Grand Master !!
|-
| Initiate || '''11 ''' || Neophyte || '''20''' || Equite I || '''29''' || Adept ||'''38'''|| Grand Master || '''46'''
|-
| Apprentice || '''12''' || Acolyte || '''21''' || Equite II || '''30''' || Master || '''39''' || ||
|-
| Novice || '''13''' || Padawan/Hunter || '''22''' || Equite III || '''31''' || Prophet || '''40''' || ||
|-
| Proselyte || '''14''' || Knight || '''23''' || Equite IV || '''32''' || || || ||
|}


<span style="color:#00FFFF">Guardians</span>, focusing on the devotion of their martial ability and physical prowess gain +3 to skills, but -3 to Force Powers development points per rank.
The Force Sensitivity Points act as bonus to the above point levels. You unlock '''1''' as JM1, another at EQ1, then '''1''' additional point for each of the four "society" ranks you reach X in. All said a total of '''6''' Force Points are available to unlock for all members of the club.  


<span style="color:#FFFF00">Sentinals</span>, focusing on diplomacy and finding balance within the Force are well rounded and get an even spread between Skills and Force Powers.


<span style="color:#32CD32">Consular</span>, focusing on their study of the Light Side, its purpose, and the lore behind it gain a -3 to Skills, but +3 to Force Power development points per rank.
''Note:'' Skills will always be listed in ''Italics'' in the Character Sheet system.


It is possible to change your order at any time, just be aware that doing so will change how many points you have available in either Skills or Force Powers.
=== Step 5: Feats ===
:''Main Article: [[Feats]]''
[[File:Feats.jpg|thumb|center|750px]]


=== Step 4: Skills ===
Feats are at the heart of the character sheets, and probably the most fun to take advantage of. Feats are perks, maneuvers, or techniques your character has that change how a Skill or Force Power behaves. Each Feat is associated directly with a Skill or Force Power and allows you to augment or modify them in different ways. Some Feats allow you to substitute one Skill or Force Power for another in certain circumstances, sometimes at a penalty. Others directly enhance a single Skill in a specific way.


{{Quote|These blast points - too accurate for Sand People. Only Imperial Stormtroopers are so precise.|Obi-wan Kenobi}}
Please note that you must have points in the Skill or Force Power that a Feat modifies to take advantage of it. Feats apply to situations, and do not supply permanent stat-boosts as a passive state. Remember when looking over someone else’s character sheet to check the Feats they have, as Feats directly influence Force Powers and Skills.


Skills are the fundamental actions that your character is able to perform. Most skills are usable at a very basic level, even untrained, but to perform meaningful tasks with those skills, your character will need to put points into skills.  Skills represent actions your character could take, from firing a weapon to managing a diplomatic negotiation and demonstrate how good your character is at utilizing that particular skillset.  It’s important to remember that circumstance is almost always more important than just who has a higher modifier in a skill or power.  Many Feats modify Skills, and allow them to be used in different ways.  We’ll talk about Feats below.
==== Feat vs Aspects ====


The most important thing to remember about skills: you can’t be good at ALL the things. Balance is a big part of what makes characters realistic and even relatable. Even if you have no points in a given skill, say, Blasters, you can still pick one up, point it, and shoot. You just will have a hard time hitting anything. The second important thing to remember is that +3 (Proficient) makes up what skills your character is considered pretty darn good at. Just because you’re not a master in Bladed weapons doesn’t mean that you’re still not deadly with a sword. It’s all relative to the scale.  Most Brotherhood members should think of the +3 tier as being very good at something, far above average.
Feats and Aspects can often get confusing, as they both speak to how you write your character taking actions. The main difference between a Feat and an Aspect is that a Feat '''''modifies an existing Skill or Force Power''''', or creates a new unique ability in some way. Think of feats as "add-ons" you can select to give your character a bonus in a Skill or Force Power.  


For this reason, we’ve created a progression system that helps shed light on what each skill tier enables your character to do.  
An Aspect, on the other hand, simply '''''describe''''' ''how'', ''when'', and ''why'' your character uses an existing Skill or Force Power. Aspects are short paragraphs that you use to describe your character's behavior, habits, and personality quirks that make them tick.  


[[file:CS5.jpg|450px]]
----


==== Skill/Force Power Ladder System ====
Example of a Feat:


You need to build up to the skills you want to master, and to reach a higher tier you need a set of skills filling the prior tier. The skills you use to build do not have to be related. This is not a Skill Tree like you see in TOR or RPGs. All it means is that in order to create a balanced skill-set, you can't be "amazeballs" at everything.
* Feat: '''Chain It''' 
* The character can disperse their '''Force Lightning''' at the point of impact, chain-linking into nearby targets with deteriorating power as the distance from the epicenter increases.


Instead, think of it like a pyramid: you can’t build a pyramid upside down, can you? The top layer needs to always be supported by a layer below it.  An image of a proper skill pyramid can been seen below.
This feat modifies how Force Lightning behaves. It’s effectiveness is still tied to the character’s level of proficiency with the power, but it does provide a distinct difference to someone using the same exact power but without the feat. In short, if a character does not have this feat, they cannot make their Force Lightning chain to multiple targets.


To set your skills and force powers, drag and drop the grey boxes into the respective sections designed by +1, +2, +3, +4 and +5.
----


[[file:CS5.jpg|450px]]
Example of an Aspect:


If you build your ladder improperly, and don’t have the proper pyramid base, you will see a red highlight appear around your skills, as seen in the image below. Your sheet will not be approved and you will not be able to move forward.
* Aspect:  '''Unlimited Power'''
* Emperor Palpatine — also known as Darth Sidious —  loves to use '''Force Lightning''' to break both the mind and body of those who dare oppose him. When engaging in battle where he fears no survivors will live to reveal his abilities, the Dark Lord of the Sith’s mastery of the dark side allows him to wreak havoc on even the most formidable enemies. For all his destructive power, however, Sidious can easily get carried away with the glee of withering the will away from his opponents. This tunnel-like focus betrays his otherwise perfectly planned, meticulous machinations and may leave him vulnerable.


[[file:CS6.jpg|450px]]


Both Skills and Force Powers have separate ladders. The number of points you have to build your ladder is based upon your Order and your current rank.
This  Combat Aspect tells us how Palpatine users the Force Power — '''Force Lightning''' — in combat. It shows that Palpatine loves to use Force Lightning on his foes, but can get carried away.  


==== Skill Points ====
----


There are four different rank tiers which provide access to higher proficiencies as you progress in Brotherhood [[rank]]. Moving from one tier to the next gives you a larger boost in total skill points from which to draw upon.
Together, the Aspect is supported by having the Force Lightning skill at a high level, but is ''supplemented'' by Feats that ''modify'' '''Force Lightning''', such as "Chain It". In the case of the Emperor, however, you'd be actually looking at the advanced form of the feat: [https://goo.gl/FkuZsk Elder Storm].


{| border ="1"
=== Step 6: Specializations ===
! Novitiate !! !! Journeyman !! !! Equite !! !! Elder !! !! Grand Master !!
[[File:Specialize.jpg|thumb|center|750px]]
|-
| Initiate || '''11 ''' || Protector || '''20''' || Equite I || '''29''' || Dark Adept ||'''38'''|| Grand Master || '''Infinity'''
|-
| Apprentice || '''12''' || Guardian || '''21''' || Equite II || '''30''' || Dark Jedi Master || '''39''' || ||
|-
| Novice || '''13''' || Jedi Hunter || '''22''' || Equite III || '''31''' || Dark Prophet || '''40''' || ||
|-
| Acolyte || '''14''' || Dark Jedi Knight || '''23''' || Equite IV || '''32''' || || || ||
|}


==== Skill Levels ====
Here you select your primary and secondary [[Lightsaber Forms]] as well as your primary and secondary [[Hand to Hand Combat Guide|Martial Arts]] styles, if applicable. Lightsaber Forms become available to Journeymen, but until Knight, the only Form a member can become proficient in is Form Zero. Form Zero introduces the basic movements and strikes that the more advanced Forms build from.
Each level of proficiency in a skill can be bought using one (1) point. There are sixlevels of skill proficiency:


Mediocre (Untrained, +0) - Available to all ranks<br />
As a reminder, Specialization fields can only be selected or written-in if their is at least 1 point (+1) assigned to the respective skill field.
Learned (+1) - Available to all ranks<br />
Average (+2) - Available to all ranks<br />
Proficient (+3) - Available at Protector<br />
Adept (+4) - Available at Equite I<br />
Master (+5) - Available at Dark Adept<br />
Sovereign (+6) - Available at Grand Master


== Step 5: Force Powers ===
==== Lightsaber Form ====
{{Construction}}


{{Quote|The Force is what gives a Jedi his power.|Obi-wan Kenobi}}
:''[[CS Guide: Lightsaber Forms]]''


Every Dark Jedi has the ability to call upon the Force in order to augment their abilities, preconceive the future, or even volley bolts of lightning, amongst other abilities. These abilities come with practice and, in the Dark Jedi Brotherhood Universe, with higher ranks. Instead of receiving a blanket amount of points which are then assigned to Force Powers as you see fit, you instead have to choose which Powers you wish to be able to use at a higher proficiency.
Upon reaching the rank of Knight, your character can learn up to '''two''' Lightsaber Forms. This is not to say that your character doesn't know about other Forms, but your character has only practiced in a maximum of two. In order to select a Form, you must have at least a +1 in ''Primary Lightsaber Form'', and in order to select a second Form, you must have at least +1 in ''Secondary Lightsaber Form''.


==== Force Power Points ====
==== Martial Arts Style ====


There are six different rank tiers which provide access to higher proficiencies as you progress in Brotherhood rank. Moving from one tier to the next gives you a larger boost in total Force Power points from which to draw upon.
:''[[CS Guide: Martial Arts Forms]]''
Force points are distributed in the same manner as skill points and use the same style of pyramid to balance out which Force Powers your character is best at.


{| border ="1"
Your martial arts style is how you do combat without a lightsaber or blaster. Much like your lightsaber style, you must have at least a +1 in ''Primary Martial Arts Form'' in order to select a style. The same, too, for your ''Secondary Martial Arts Form''.
! Novitiate !! !! Journeyman !! !! Equite !! !! Elder !! !! Grand Master !!
|-
| Initiate || '''11 ''' || Protector || '''20''' || Equite I || '''29''' || Dark Adept ||'''38'''|| Grand Master || '''46'''
|-
| Apprentice || '''12''' || Guardian || '''21''' || Equite II || '''30''' || Dark Jedi Master || '''39''' || ||
|-
| Novice || '''13''' || Jedi Hunter || '''22''' || Equite III || '''31''' || Dark Prophet || '''40''' || ||
|-
| Acolyte || '''14''' || Dark Jedi Knight || '''23''' || Equite IV || '''32''' || || || ||
|}


==== Force Power Levels ====
==== Lore ====
 
Each level of proficiency in a Force Power can be bought using one (1) point. There are six levels of Force Power proficiency:


Initiate (+1) - Available to all ranks<br />
For each Rank in the ''Lore'' Skill, your character has studied a subject intensely and is considered an expert in that field. This knowledge is on par with an academic 2-4 year program. Beginning with one subject at Skill Level 1, you gain an additional subject for each respective Skill Level. Any chosen Lore Topic comes with a practical application. For example if your character has a Lore Topic of "Sith Rituals" they can conduct the ritual. Outcomes of a practical application of a Lore Topic must still fall within the boundaries of Star Wars realism and cannot circumvent the CS skill set of any given character.
Studied (+2) - Available to all ranks<br />
Disciple (+3) - Available at Protector<br />
Adept (+4) - Available at Equire I<br />
Master (+5) - Available at Dark Adept<br />
Grand Master (+6) - Available at Grand Master


=== Step 6: Specializations ===
For a list of suggested Lore Topics, see the [https://wiki.darkjedibrotherhood.com/view/CS_Guide:_Skills#Appendix_A:_Sample_Lore_Topics Sample Lore topics] section of the Skills Appendix.


Here you select your primary and secondary [[Lightsaber Forms]] as well as your primary and secondary [[Hand to Hand Combat Guide|Martial Arts]] styles. [[Lightsaber Forms]] become available to Journeyman, but until Dark Jedi Knight, the only form a member can become proficient in is Form Zero.  Form Zero introduces the basic movements and strikes that the more advanced forms build from.
All characters have knowledge of the Brotherhood as well as the history of the modern era (Imperial Period, New Republic, and New Jedi Order). You are up to date on current news and pop culture and the state of the Galaxy and have completed basic academic training. If you want to explore a lack of education, you would cover this under a Custom Aspect.


Do the points in Lore Skill match up with the number of Lore Topics listed.  Members are allowed to know broadly the history of the DB, of the New Republic, and the current era in general, as well as species-specific lore or history.  They may also reference a topic in an Aspect that would qualify for inclusion in a Lore item, regardless of points, but the topic must be clear from said Aspect.
==== Languages ====


==== Lightsaber Form ====
:''[[CS Guide: Languages]]''


Upon reaching Dark Jedi Knight, your character can be proficient in two lightsaber forms. This is not to say that your character doesn’t know about other forms, but your character has only practiced in a maximum of two. In order to select a form, you must have at least a +1 in Primary Lightsaber Form, and in order to select a second form, you must have at least +1 in Secondary Lightsaber Form.
Linguistics refers to an individual's ability to read, write, and analyze text, speech, and transcriptions from different languages. All characters have a base understanding of their own native language and [[starwars:Basic|galactic basic]]. Linguistics covers the addition of new languages to an individual's repertoire, one for each rank in the skill. When used untrained, this skill grants proficiency in all common languages associated with the individual's species.


* CS TEAM NOTE: If you have more points in your Secondary Lightsaber/Martial Arts than your Primary Lightsaber/Martial Arts, your sheet will be remanded and you will be asked to change the two around. If you become better in your Secondary Form, it stands to reason that it would become your Primary Form.
All species are able to speak or understand Galactic Basic by default as a part of your “base” language. If you selected a non-Human species, you also get that species' native language as a base. Base languages are present even if Linguistics is set to +0. Linguistics, then, applies only to additional languages you wish to add to your character's ability.


* CS Team NOTE: If you have a Secondary Lightsaber Style or Martial Art selected, but do not have any points in the “Secondary LS” or Secondary MA” skills, you would not realistically be able to write your character incorporating aspects of those respective form or styles.
A list of languages currently in use in the character creation system is available in the [[Languages|Languages guide]]. Please consult the [[Species|Species guide]] or Wookieepedia for information on which languages your chosen species knows if you do not know. All languages must be considered Star Wars canon.


==== Martial Arts Style ====
=== Step 7: Aspects ===


Your martial arts style is how you do combat without a lightsaber or blaster. Much like your lightsaber style, you must have at least a +1 in Primary Martial Arts Style in order to select a style. Same, too, for your Secondary Martial Arts Style.
:''Main Article: [[CS Guide: Aspects]]''
{{Quote|Scoundrel. I like that.|Han Solo}}


* CS TEAM NOTE: Some Martial Arts Styles make use of bladed weapons in their form. Selecting such a style does not immediately make you proficient in those weapons. While you will not be remanded for selecting this form without at least +1 in the correlating skill, your character will not be able to use that weapon with any degree of proficiency.
This is where talk more about your character's demeanor, behavior, how their presence affects others in a room. Aspects are the key to what makes your character tick, and ultimately what defines the kinds of decisions they might make. They allow you to expand on and describe your character's merits, flaws, habits, quirks and preferences. They can cover lifestyle, sexuality and other forms of identify, that make them unique. These Aspects can be rooted in your character's history, upbringing or background to shed light onto what makes them behave in various situations or scenarios, but should focus more on the "result" of that history or background.  


==== Lore ====
----


Lore is something that your character has studied or has a deep knowledge of. Each Skill Level in Lore gives your character access to another subject of knowledge. Lore can cover many different categories, such as, planets, starships, history, philosophy, etc. If you’re stuck for ideas, try going to the Shadow Academy, and selecting one of the courses offered there as something your character would be knowledgeable in. They may also reference a topic in an Aspect that would qualify for inclusion in a Lore item, regardless of points, but the topic must be clear from said Aspect.
''Example:''<br>


Popular Lore Topics:
'''Divided Spirit'''<br>
Kylo Ren killed his own father in an attempt to show his dedication to the Dark Side of the Force. '''As a result,''' his spirit was "torn in half", leaving him conflicted as to who he was and what path he was supposed to follow. The act has planted a seed of doubt, leaving Kylo to wonder if he is truly worth to live up to the legacy of Darth Vader.


* History of the Jedi
----
* Poisons and Toxins of the Galaxy
* History of the Ancient Sith
* Ancient Artifacts
* History of the Galactic Senate


* CS TEAM NOTE: Characters are allowed to have a broad, basic knowledge of the histories of the Brotherhood, the New Republic, and the Current Era in general (ie. We all know what happened at the Battles of Yavin and Endor). It is also assumed that you would have a general idea of the history of your own species and home planet.
When creating a character, you want your reader to be able to empathize in some way, shape, or form. Even if you are writing a merciless Sith assassin, giving them a balanced set of flaws and merits not only makes them realistic, but also easier to relate to. If your character is relatable, your reader will have a better experience reading your work. Step 3. Profit.  


* CS TEAM NOTE: Just because you have studied a course in the Shadow Academy does not automatically mean that your character has also studied that same course. If you state that your character has studied a certain Shadow Academy course, it would probably do you well to take that course yourself, though this is not necessary.
Every character gets to choose six (6) Aspects. These six (6) Aspects are divided into three categories that get two Aspects each: ''General'' (2), ''Personality'' (2), and ''Combat'' (2).


==== Languages ====
* '''Personality Aspects''' are the heart of your character. These can range from phobias and quirks to motivations and ambitions, hopes and dreams, the most vital things that make your character who he or she is.  
All Species are able to speak or understand Galactic Basic by default as a part of your “base” language. If you selected a non-human Species, you also get that Species native language as a base. Base languages are present even if Linguistics is set to +0. Linguistic, then, applies only to additional languages you wish to add to your characters ability.


Example: Lando Solowalker selected Hapan as his species. As a result, his base languages are: Galactic Basic and Hapan. If Lando Solowalker wanted to also be able to speak and understand Huttese, they would need to put a +1 into Linguistics so that they could add “Huttese” to their repertoire.
* '''Combat Aspects''' detail your character's fighting style and habits as well as their general approach to conflict. This can range from ranged fighting and stealth to melee and a tendency to want to blow things up. It is perfectly acceptable to have a "non-combatant" character with combat aspects stating how they achieve that.  


Please consult Wookieepedia for information on which languages your chosen species knows if you do not know. All languages must be considered Star Wars canon. 
* '''General Aspects''' can fall under either personality or combat. They can also be used to describe anything that falls in-between or outside of the aforementioned categories as well, such as some character history or a relationship with another character.
For every additional language you would like your character to know, a point must be placed in Linguistics per each additional language chosen. Please note that this field will be reviewed, and if you aren't sure what to do, either enter in just Basic, or contact a member of the VOICE staff.


[[File:Pickaspect.jpg|thumb|center|750px]]


=== Step 7: Feats ===
1. The creation tool will let you chose from a selection of pre-written Aspects. These Aspects have already been approved by the Voice Staff and were written as examples of balanced Aspects.


{{Quote|I’m a leaf on the wind. Watch how I soar.|Hoban “Wash” Washburne, (because Firefly!)}}
[[File:Aspectselect.jpg|thumb|center|750px]]


Feats are at the heart of the new Character Sheet, and probably the most fun to take advantage of. Feats are tricks, maneuvers, or techniques your character has that change how a skill or Force Power behaves.  Keep in mind you must have points in the Skill or Force power a Feat modifies to take advantage of that Feat! Generally, this means you get a bonus in certain situations, but sometimes it gives you some other ability or technique.  Many Feats allow you to use one skill in place of another. Remember when looking over someone else’s character sheet to check the Feats they have, as Feats directly influence Force Powers and Skills!
2. Select from the available Aspects. You can always update your character's Aspects at a later time, and will even have the ability to write your own Custom Aspects. For your first character, or if you’re unsure of how to go about writing your own Custom Aspect, the Voice Staff advises sticking to the available pre-written Aspects.  


[[file:CSFeat2.jpg|450px]]<br /><br />[[file:CSFeat.jpg|450px]]
For a more detailed guide on creating custom Aspects, see the [[Aspects]] main article. The Voice Staff is always on-hand to assist.


Each Feat is associated directly with a Skill or Force Power and allows you to augment or modify them in different ways. Some Feats allow you to substitute one Skill or Force Power for another in certain circumstances, sometimes at a penalty. Others directly enhance a single skill in a specific way.
Please note: Custom Aspects require approval from the Voice Staff, which can add time to the approval process. Please plan accordingly if you are up against a deadline, such like as an ACC competition.
 
Unlike with Skills and Force Powers, not all Feats are directly available to all ranks. Some, such as ‘’Accelerated Healing’’, are available to all Dark Jedi. Others, such as ’’Force Storm’’ or ‘’Telekinetic Wave’’, are only available at higher ranks such as Equite or Elder .
 
{| border=”1”
|-
|+Example of a Direct Application Feat
|-
|Leaf on the Wind|| Applies to Precognition || Available to DJK+ || Edward can become a leaf in the wind, calming his mind and increasing his ability to dodge obstacles while flying a ship or vehicle: when piloting, Edward can use his Precognition at one Force Power Level above his current Precognition level.  This bonus does not apply to piloting a capital ship.
|}
 
As you can see here, the Feat activates whenever Equite Edward uses the Force power “Precognition”, which is a force power that typically allows a Jedi to “sense” his surroundings and use it to dodge or avoid harm. When he uses the power while racing against Equite Emily (who does not have the Feat), Edward will obviously have the advantage.
 
{| border=”1”
|-
|+Example of a Substitution Feat
|-
|Pain Thresholds || Applies to Healing and Endurance || Available to all ranks || Using the principles of Healing, Valhavoc is able to force his body to ignore physical trauma for a period of time, regardless of his Endurance skill level. This feat does not heal Valhavoc or prevent damage from worsening, but is rather a conscious choice to ignore injury for long enough to complete a task.
|}
 
{| border=”1”
|-
|+ Example of a Substitution Feat with a Penalty
|-
|Fear Will Keep Them In Line || Applies to Intimidation and Diplomacy || Available to all ranks || Alaris Jinn has become adept at using fear and threats in diplomatic discussions. He may replace his Diplomacy skill with his Intimidation skill when in diplomatic negotiations, but at one skill level below his Intimidation skill (to a minimum of +1).
|}
 
Feats are at the heart of the new Character Sheet, and probably the most fun to take advantage of. Feats are tricks, maneuvers, or techniques your character has that change how a skill or Force Power behaves.  Keep in mind you must have points in the Skill or Force power a Feat modifies to take advantage of that Feat! Generally, this means you get a bonus in certain situations, but sometimes it gives you some other ability or technique.  Many Feats allow you to use one skill in place of another.  Remember when looking over someone else’s character sheet to check the Feats they have, as Feats directly influence Force Powers and Skills!
 
[[file:CSFeat2.jpg|450px]]<br /><br />[[file:CSFeat.jpg|450px]]


=== Final Step: Save and Submit ===
=== Final Step: Save and Submit ===


Once you have completed the Character Creation Tool, you can press the save button located on the bottom. Once you have saved your new character sheet, you still have one more step to go! Return to the Character Sheet Administration, and you will see your current active sheet as being editable. On the right hand side, you can either Preview your sheet, or submit it for the Voice Staff to look over and approve!
Once you have completed all the steps in the Character Sheet Creation Wizard, you can press the "Save" button located at the bottom, and will be prompted when it’s safe to exit out of the creation tool. This will bring you back to the admin screen, and present you with a few options.
 
== Using The Character Sheets ==


So, you’ve created your new Character Sheet. Congratulations. Now what?
[[File:Finalsave.jpg|thumb|center|750px]]


Your Character Sheet is not just limited to the ACC, but will be the source and reference used for your fictions, run-ons, and solo-missions.They are not designed to limit your imagination, only a means of helping to create realistic, likeable characters. The heart of the system is the focus on writing creatively. Below, we will explore a short fiction that helps demonstrate how the new Character Sheets work in helping write a compelling and creative story.
1. '''Edit''' — Enter the creation tool to edit or update the character sheet.<br>
2. '''Submit''' — Submits the sheet to the Voice Staff for approval.<br>
3. '''Preview''' — See what your character sheet will look like. The Voice Staff highly recommends previewing your sheet before submission.<br>
4. '''Delete''' — Delete the character sheet from the database. This cannot be recovered, and is not recommended.<br>
5. '''Create a copy''' — Once a sheet is approved, you are able to create a copy of it  so that you can make edits without having to start from scratch.<br>


'''Character:''' [[Marick Arconae]]<br>
==== Updating your Character Sheet ====
'''Species:''' Hapan<br>
'''Discipline:''' Assassin<br>
'''Aspect:''' Duelist<br>
'''Skills:''' Athletics, Bladed Weapons, Lightsaber Style (Ataru)<br>
'''Force Powers:''' Force Cloak, Amplify, Precognition<br>
'''Feats:''' Reflexive Counter, Ghosting II, Faceless II<br>


'''''Mission:''''' Infiltrate Enemy Base, Assassinate leader. Do not let anyone detect you, or the mission is compromised.
Once a character sheet is approved, you are able to make non-text based edits at will, without having to get approval. This includes changing out your feats or rearranging your Skills / Force Powers. This will simply present you with a green “Activate” button that will update the sheet right away. Any text-based changes (description, Aspects) will require approval from the Voice Staff. Per the guidelines, previously approved character sheet details do not automatically guarantee re-approval. The guidelines can get changed or updated, so no previous approval makes your currently submitted sheet exempt from going through the approval process.


'''''Target:''''' Janis Wyn - Human Female - Jedi; Equite 3
=== Next Steps: Build your Loadout ===


{| border=”0”
Now that you’ve created your character sheet, it’s time to build out their [https://wiki.darkjedibrotherhood.com/view/CS_Guide:_Loadouts Loadouts] through [https://wiki.darkjedibrotherhood.com/view/Member_Possessions Possessions].
|-
! Fiction !! Analysis
|-
|''The complex was heavily guarded by mercenaries decked out in full-sets of armor and automatic blaster rifles. The Equite Assassin knew that he couldn’t take them all out on his own without being overwhelmed or drawing attention to his mission.'' || <span style="color:#4682B4"> The combination of the Assassin Discipline, and the “Duelist” Aspect help the writer show how their character handles an obstacle. The writer knows that Marick can’t take out all the guards, because his fighting style is geared towards one-on-one encounters rather than charging headlong into battle with abandon. Discretion is also a mission parameter, and an Assassin would want to utilize their skills to their advantage.


Marick can use <span style="color:#FFFAFA">'''''Ghosting II'''''</span> which allows him to move slowly and remained cloak while using the Force Power: <span style="color:#FFFAFA">'''''"Force Cloak"'''''</span>. This is a perfect way to avoid the guard patrols.</span>
[[File:Voiceloadout.JPG|thumb|250px|center|Example Loadout]]
|-
|''Closing his eyes and taking a breath, Marick wrapped the Force around him like a <span style="color:#4682B4">cloak</span>, his figure fading away into nothingness. As he slowly started to creep forward on the balls of his feet, Marick’s body remained cloaked, <span style="color:#4682B4">the faint shimmer of movement in the air</span> the only thing visible to the naked eye. <br><br>A security camera turned its attention on him, but he kept moving at his pace and the camera continued on its path without incident.  Marick waited for one of the guards to open the door to the base, and slipped in before they could close behind them before making his way towards his target.''||<span style="color:#4682B4">Now inside the complex, there is still the task of locating the enemy leader and eliminating him. Easier said than done. However, Marick has a second unique skill as an Assassin: <span style="color:#FFFAFA">'''''"Faceless II"'''''</span>. One way of using this skill is to take out one of the guards and assume their identity. </span>
|-
|''Keeping himself cloaked in the Force, Marick continued to move slowly down the main corridor, sticking to the shadows cast from the narrow, overhead-lighting. A guard idly checked the ammo clip of his Blaster Rifle as he turned a corner and entered an adjoining room, unaware of the transparent ripple in the air that followed close on his heels. Once the door closed, Marick’s figure shimmered back into focus. Before the guard could react, the Assassin’s <span style="color:#4682B4">knife</span> flashed across the guards throat, a crimson line bursting to life as blood squirted free. At the same time, Marick placed a hand over the guards mouth to silence any cry, carefully guiding his now lifeless body down to the floor. <br><br>Marick studied the face of the deceased guard for a few moments. He closed his eyes and burned the <span style="color:#4682B4">image of the guards face</span> into his mind. The Assassin exhaled as he ran his open hand slowly down his face in a ritualistic manner. When his hand finished its motion, the Hapan’s handsome <span style="color:#4682B4">face was replaced with the same crooked nose and dull brown eyes of the guard.</span> <br><br>When he emerged from the room, Marick had traded out his dark cloak for the guard’s armor and blaster rifle. After searching the guard’s pockets, he found an access card and PDA that showed a rough map of the base for reference. The Assassin now knew exactly where to find his target.''||<span style="color:#4682B4">Now, the writer has shown ingenuity in using their character’s skill set to get around obstacles. Bladed Weapons covers the use of the '''knife''', in this case. The <span style="color:#FFFAFA">'''''"Faceless"'''''</span> feat allows an Assassin to alter his features to look like one of the guards, giving him much easier access to getting around the base. The job is not yet done, however. </span>
|-
|''The main command room had been left unguarded. Janis must have been confident that no one would get by the plethora of mercenaries she had hired to guard the sole entrance. Marick held his access card up to the scanner and a trio of beeps gave way to a click as the door slid open.<br><br>“Come in,” the woman's voice said calmly. “I’m impressed you made it this far. I could sense your intent from the moment you entered.”<br><br>“You could have saved me the trouble then,” Marick replied evenly, aiming his blaster at the woman. <span style="color:#4682B4">He pulled the trigger</span> and launched a volley of blaster bolts at his target.<br><br>Janis was ready though, her azure lightsaber springing to life to deflect each of the bolts.''||<span style="color:#4682B4">Marick doesn’t have any skill with blasters. In this system, however, that still gives him the ability to point the barrel at an enemy, pull the trigger, and hope to hit something. Just because he has no points in blasters does not mean he cannot use the weapon- he just cannot use the weapon effectively.
|-
|''Marcik quickly discarded the rifle and called his own <span style="color:#4682B4">lightsaber to his hand</span>, igniting the blade and launching himself through the air with a boost from the Force. Sabers sizzled as the two blades locked, but only for an instant. Marick rolled off the lock, <span style="color:#4682B4">spinning</span> and slashing low at Janis’ ankles. The Jedi backed away from the sweep, but was not prepared for how <span style="color:#4682B4">quickly the Assassin moved</span>. Marick threw his body into a sidelong roll, coming up nimbly in a crouch and thrusting the tip of his saber into Janis’ side.''||<span style="color:#4682B4">Here we see Marick switching to his lightsaber, his prefered weapon. He then uses the Force to Amplify his Athleticism, launching his initial attack at his opponent with augmented speed. His lightsaber form, Ataru, utilizes an offensive focus while utilizing this same speed and athleticism. This is a prime example of how Force Powers can work together with your Skills. However, Marick needs to end the fight quickly and make an escape before reinforcements arrive. </span>
|-
|''Janis tried to keep pace with the Assassin, but he was simply moving too fast. Opening herself to the Force, she augmented her own speed to keep pace, her eyes searching for an opening in her attackers defense. She found it when Marick feinted left and then cut back to his right, crouching low and thrusting the tip of his saber at her heart for a killing blow.<br><br>Janis parried the stab by batting it aside and then stepping into her attackers guard. With a flick of her wrist, she could have cleaved his head clean off his shoulders.<br><br>Except Marick’s body was already moving. On <span style="color:#4682B4">'''reflex'''</span>, he somehow <span style="color:#4682B4">'''countered'''</span> the strike by ducking under it at the last second, lashing out with his own blade to cut a clean line across Janis’ stomach. The Jedi let out a shrill cry as she dropped to her knees, her saber clattering to the floor and deactivating. <br><br>Marick kneeled down and checked his target’s pulse. Dead.<br><br> By the time the guards poured into the room, weapons drawn, Marick was long gone.''||<span style="color:#4682B4">Here we see a Feat in action. Marick has the <span style="color:#FFFAFA">'''“Reflexive Counter”'''</span> Feat which: ''Uses Precognition to counter-attack moments after an opponent initiates a lethal blow--once per combat.'' Where Janis would have cut off Marick’s head, his Feat kicked in, allowing him to counter the move and deliver a killing blow of his own. Combined with the “Duelist” Aspect, which grants a bonus to one-on-one combat but makes fighting multiple opponents harder, the quick exchange between combatants is realistic.<br><br>If Marick had charged in and used his Blaster to shoot her full of holes, it simply would not be accurate. If Marick had picked up an axe and started flailing around with it, swinging it like a warhammer, that would not have worked either as he lacks the “Might” skill. The focus was instead on athletics, agility, and guile in a one-on-one duel. </span>
|}


== Further Reading ==
[[Category:Character Sheet Guide]]
For a list of all the Species, Feats, Aspects, Disciplines, Skills, and Force Powers check out:
[[https://www.darkjedibrotherhood.com/character_sheets/reference Character Sheet Reference]]
[[Category: Character Sheets]]

Latest revision as of 19:51, 26 July 2024

Real World Perspective.


All members of the Dark Jedi Brotherhood are able to create a Star Wars character that will be displayed on your dossier account and that gets tied-in to the clubs fictional systems. This process starts with your primary Character Sheet.

The following guide will walk you through the steps for creating your character using the Character Sheet creation tool.

Note: As you progress through the ranks, you get the option to create an Alternative Character sheet, and eventually you can purchase additional NPCs slots through Possessions. Possessions is also where you will be able to equip items you earn or purchase with credits earned form competing in activities across the club.

Additional Resources:

For a list of all the Species, Feats, Aspects, Disciplines, Skills, and Force Powers please see the: Character Sheet Reference database.

Introduction

Creating your character sheet is not only an important step towards helping you progress through the early ranks of the Brotherhood, but also directly ties into taking part in the various fictional activities made available to members of the club. These activities include Fiction competitions (write a story in response to a prompt/topic), Run-On competitions (collaborative stories with a team), and the Antei Combat Center (combat writing).

All character sheets go through an approval process that is reviewed by a member of the Voice Staff. You can find the requirements for this process on the Character sheet approval guidelines page. You may also find it helpful to read up on Dark Brotherhood Canon to know where your character fits in to the current fictional timeline.

Finally, please keep in mind that the Voice staff are responsible for approving edits made to a character sheet, and that if you have a question or concern with comments made in a remand of your character sheet, please do not hesitate to contact the staff! They are here to help you with making your character come to life in our system.

Creating Your Character

To begin, head over to the top right corner of the Dark Jedi Brotherhood's main page where you see your name.

When you click it, you will be brought to the administration panel. Navigate to the tab that says “Characters”.

1: Click "Character Sheet Administration"


2: Click the Green Button that says: "Create new character sheet from scratch"


3: You will now be brought into the Character Sheet creation tool window. Read the introduction instructions carefully and then click “Next” to start!


Step 1: Personal Details

Input your character's personal details.


Species

(Main Article/Document: CS Guide: Species)

Select your Species from the DB-approved list. Familiarize yourself with the “Notable traits” and “Description” sections to help with creating what your character will look like.

Species Adherence

You should also pay close attention to the notable traits of the Species you select. The Wiki entry for each Species lists out the Notable Traits. For example, if you select Chiss, you would need to include the race’s blue skin and red eyes.


Each Species also features two unique Feats that they are granted automatically. If something mentioned in one of these Feats is cosmetic, you may plan to defy this part of a Species’ granted Feat (e.g. a character not having cultural tattoos if they did not grow up in their own culture), but this needs to be covered in an *Aspect* to explain how and why. You may not lose the balancing effect of the Feat, however, or otherwise change any functionality of a Feat with an Aspect (e.g. Zeltrons cannot consciously control their pheremones).


Another example: Chiss develop at earlier ages, while a Species like Sephi are a long-lived species. So an 80 year old Sephi is actually young by Human standards, and a teenage Chiss might be closer to an adult than a Human adolescent.

Hybrid species are allowed, but you must choose a primary Species for the sake of granted feats. You cannot mix and match feats. It is one or the other. While your character may have cosmetic traits of both Species, they may only have the functional traits of the primary selected Species.

See Hybrid species for more information.

Handedness

Select if your character is right-handed or left-handed. Ambidexterity can be selected later on as a feat .

Age

Select your character’s age. The site will automatically calculate their birth year in BBY/ABY.

Height/Weight

Members of the Dark Jedi Brotherhood are spread out across the globe. As such, both the metric and imperial measurement systems are used, but the character sheet asks for meters and kilograms. Unit converts can be helpful here.

When picking your character’s height and weight, the Voice Staff recommends using a real-life athlete, actor, or someone that you feel closely portrays your character. You can look up what their height/weight is, and either copy that, or make slight adjustments.

Physical Description

When writing your character’s Physical Description, the goal is to paint a visual image of what the character looks like for the reader and to show how they appear to other characters they come across. This field should only reflect the physical traits that would help identify the character in a lineup of other characters. What do they look look like in a static picture? How would you describe them to someone if you wanted set up a meeting with a stranger?

Since the focus is solely on the character's visual details, the effects of the character’s appearance or their behavioral traits should not be included in a Physical Description. Behaviors like "his eyes intimidate everyone around him" are instead covered under a character's Aspects. Clothing, attire, and weapons are also covered separately under the Possessions & Loadouts section of your administration panel. The only articles that can be listed here are Species-specific things like a Kel Dor’s breathing mask.

For a quick start, you want to make sure you hit all the basic six (6) descriptors: skin tone, eye color, hair color and hairstyle, body type, and distinguishing marks (like scars or tattoos).

  • Example: [name] is a [species] of x build. He/she/they have x eyes and x skin, along with x hair that is x

Please avoid out of universe references in doing so, such as Asian, Caucasian or African, and instead use terms like “flat nose/angular eyes, pale features, or dark skinned/coarse hair”. Always check your Species infobox for information about what colors or features are standard to your selected Species. Here are some general examples of what descriptive words you might use for each such item. You can always input any of these phrases into a thesaurus to find more specific color types or varieties.

Skin:

  • Pale/Light/Fair
  • Tanned/Bronzed
  • Dark
  • Brown
  • White
  • Pink
  • Red
  • Blue
  • Orange
  • Violet

Eyes:

  • Brown/Chocolate/Amber
  • Blue/Sapphire/Aquamarine
  • Green/Emerald/Jade
  • Gray/Ash/Smoke
  • Black/Obsidian/Coal
  • Red/Scarlet/Crimson/Ruby/Garnet
  • Yellow/Citrine/Topaz/Gold
  • Purple/Amethyst/Lavender

Hair:

  • Brown
  • Auburn
  • Gold
  • Platinum
  • Red
  • Silver
  • Black
  • Blue
  • Pink
  • Green

Hair Styles:

  • Long
  • Medium
  • Short
  • Down/loose
  • Tied up/Tail/Ponytail
  • Bun
  • Shaven
  • Undercut
  • Dyed
  • Bald
  • Braided
  • Dreadlocks
  • Shaggy
  • Messy
  • Cropped

Physique:

  • Lithe
  • Slim
  • Willowy
  • Muscled
  • Bulky
  • Trim
  • Cut
  • Delicate
  • Strong
  • Feminine
  • Masculine
  • Curvaceous
  • Thick
  • Thin
  • Bony
  • Hulking

Distinguishing Marks (single style only, not situational):

  • Scarred
  • Inked
  • Tattooed
  • Dyed
  • Carved
  • Pierced (as of jewelry)
  • Makeup

You may also include accents, but keep in mind that there is not an England or Southern United States in Star Wars — these fall again under out of universe references. Instead, you can use things like "aristocratic lilt" (English accent), or "slow drawl" (Southern United States). Accents are considered flavor for the purpose of better describing a character's "voice" in dialogue writing.

Example

Image Reference


Lord Marshal Damon Nix, leader of the Iron Legion. Full Character Sheet.

Description:
The most striking thing about Damon Nix is how remarkably average he appears to be. Tall, broad-shouldered, and physically fit, he has pale but healthy skin and sports a soldier's build. His close cut, wavy brown hair is combed over and up to the right, matching dark, muddy eyes set above a straight nose and a strong jaw. Despite his age, he has no trace of wrinkles, grey hairs, scars or markings beyond the crow's feet at the corners of his eyes and the faint laugh lines on his jowls. His smile is feral, revealing perfect rows of too-white teeth.

Things NOT Included:
The clothing/attire he wears, how he acts/behaves, or how he affects other characters.

Helpful Tips

The following tips from the Voice Staff aim to help you avoid getting your sheet bounced back to you.

Listing features — Your description should be written in sentences to provide the best description, not bullet points or data entry.

Incorrect Example: "Hair Color: red. Eye color: blue. Tattoos: tribal."

Effects of features on others — This would fall under Custom Aspects. You can have piercing green eyes, but you cannot have "eyes that pierce through others' soul and make them want to vomit with fear."

Incorrect Example: "...so beautiful that people often get whiplash from turning their heads when they see her walk past them."

Behavioral patterns — These also fall under Custom Aspects. You can have muscles like a hunting cat or muscles born of a soldier's life, but you can't make mention of what the character's workout routine or lifestyle.

Incorrect Example: "He keeps up a daily regimen of brutal fitness combined with decades of harsh training and experience that maintain his muscles and cover him in scars."

Attire — There is absolutely no attire, armor, or clothing styles listed in the Physical Description. Certain Species have special exceptions such as breath masks or blindfolds, but these must be explicitly stated and required for the Species in their information, and should not be recreational (eg if your character just prefers to be masked or cover their eyes).

Step 2: Disciplines

Main Article: CS Guide: Disciplines

A Discipline is like a conventional RPG “Class”, except much more flexible. You are not locked into the definition of your Discipline; you are merely picking a set of unique skills that tie into your character’s “play style” when writing them. They relate to the type of unique training your character would focus on as they advance.

For example, the typical Shadow would utilize the bonus to stealth and subterfuge to their advantage. Their targets never see them coming, until they are already dead. You could just as freely, however, play a Shadow that doesn’t care for literal cloak and daggers, and prefers to get up close and personal with their targets before taking their lives.

Each Discipline comes with two unique Feats. One modifies an existing Skill or Force Power, while the other grants a Skill or Force Power that is unique to the Discipline. These feats are broken up into three tiers, and grow more powerful as you reach each milestone.

  • Discipline Feat I — Journeyman level feat.
  • Discipline Feat II — Equite level feat.
  • Discipline Feat III — Elder level feat.

Step 3: Skills

Main Article: CS Guide: Skills

"These blast points - too accurate for Sand People. Only Imperial Stormtroopers are so precise."
―Obi-wan Kenobi

Skills represent your character's abilities that come from their knowledge, practice, aptitude and govern their ability to perform different actions. This starts with the six (6) Core Skills. Physically, you have Athletics and Might, which are supported by Stamina. Mentally, you have Intellect and Perception, which are supported by Resolve. For more information on the Core Skills, see the CS Guide: Character Sheet FAQ.

The remaining list of available Skills help better define your character’s strengths and weaknesses. All Skills are usable at the basic level (+0), and grow in competence with each tier.

  • Mediocre (+0) - Available to all ranks — Covers the basics of a given Skill, and does not prevent you from writing your character using it with a common sense level of aptitude.
  • Learned (+1) - Available to all ranks — You have, through trial and error most likely, invested some time to learn more about the skill.
  • Trained (+2) - Available to all ranks — You have been trained in this Skill through increased practice and application.
  • Proficient (+3) - Available at Journeyman — You are confident in using your respective Skill and consider it a strength, and would advertise it professionally.
  • Adept (+4) - Available at Equite — You’ve put in the time and effort and have expertise in this Skill.
  • Master (+5) - Available at Elder — You are considered in the top 1% of your respective Skill.
  • Sovereign (+6) - Available at Grand Master — You have truly gone beyond: Plus Ultra!

The only unique outliers for Skill progression are Lore, Linguistics, Primary/Secondary Lightsaber Form and Primary/Secondary Martial Art skills, which require a minimum of (+1) to count. A (+1) in any of these skills allows you to add these fields to your sheet under the “Specialization” section.

Example Skill box.

Very rarely will one single Skill govern an interaction your character has with either the environment or other characters around them. A good conversationalist is said to be charismatic, but some can simply be witty or manipulative. There are countless ways someone can handle a simple dialogue interaction. Instead of having a single Skill (like say, Charisma) to govern these interactions, the sum of your character's Skills work together. "Charisma" is composed of Intellect for wit and processing, Subterfuge for control of facial expression and emoting, Empathy for being able to feign or express genuine sympathy or understanding, Perception for noticing and picking up on ticks or tells from the other speaker, and Manipulation to carefully steer and direct the conversation itself.

At the same time, Skills can overlap. For instance, we have Interrogation and Intimidation. These are two means for the same end, in terms of gathering information from someone. Which Skill you dump your points into will determine the methods employed by the character. On the same topic, Empathy and Diplomacy can be used to quell a dispute while relying on different approaches.

Then, Skills will work with each other to further delve into the picture that is your character. A character with low Athletics and high Stamina would make a good marathon runner, whereas if you flip these values you'll end up with a fast sprinter that wouldn't survive the marathon but couldn't be touched in a 100m dash.

Skill/Force Power Ladder System

Skills and Force Powers have separate ladders, but work under the same pyramid build system. This is not a Skill Tree found in a conventional RPG. The Skills / Force Powers you slot and assign do not have to be related in anyway. All this means is that in order to create a balanced skill-set, you need to build up towards your “top” marquee skills from the bottom.

The top layer needs to always be supported by a layer below it. An image of a proper skill pyramid can been seen below.

1. To set your Skills or Force Powers, drag and drop the grey boxes from the right into your desired skill tier on the left.


2. If you build your ladder improperly, and don't have the proper pyramid base, you will see a red highlight appear around your Skills, as seen in the image below. This will prevent you from moving to the next step. You can fix this by making sure the below tier has equal or more skills designated.

Skill Points

There are four different rank tiers which provide access to higher proficiencies as you progress in Brotherhood rank. Moving from one tier to the next gives you a larger boost in total Skill points from which to draw upon.

Force Users
Novitiate Journeyman Equite Elder Grand Master
Novice I 11 Journeyman I 20 Equite I 29 Elder I 38 Grand Master 66
Novice II 12 Journeyman II 21 Equite II 30 Elder II 39
Novice III 13 Journeyman III 22 Equite III 31 Elder III 40
Novice IV 14 Journeyman IV 23 Equite IV 32 Elder IV 66
Non-Force Users
Novitiate Journeyman Equite Elder Grand Master
Novice I 11 Journeyman I 23 Equite I 35 Elder I 47 Grand Master 78
Novice II 13 Journeyman II 25 Equite II 37 Elder II 49
Novice III 15 Journeyman III 27 Equite III 39 Elder III 51
Novice IV 16 Journeyman IV 28 Equite IV 40 Elder IV 77


Note: Skills will always be listed in Italics in the Character Sheet system.

Step 4: Force Powers

Main Article: CS Guide: Force Powers

"The Force is what gives a Jedi his power."
―Obi-wan Kenobi

Force Powers are available for all Force-sensitive beings. Those who have committed to training their Force abilities (FUs) have access to many more points and levels to use here, however Non-Force User (NFUs) still have access via the Force Sensitivity Point (FSP) system. As with all points on the CS, those points are completely optional to use, so should you play an NFU wishing to have absolutely no Force abilities, you can skip the Force Powers page of the CS system without using any of the points. As only a handful of points are available to NFUs in this system, for balance, Non-Force Users are given bonus feat slots and skill points for balance.

Each Force Power behaves differently, so the best way to get an understanding of these powers and how they work is to reference the Force Powers tables.

Force Power Levels

Each level of proficiency in a Force Power can be bought using one (1) point. There are six levels of Force Power proficiency:

  • Initiate (+1) - Available to all ranks.
  • Studied (+2) - Available to all ranks. This is the max level for NFU FSP.
  • Disciple (+3) - Available at Journeyman.
  • Adept (+4) - Available at Equite.
  • Master (+5) - Available at Elder.
  • Grand Master (+6) - Available at Grand Master.

Force Power Points

There are six different rank tiers which provide access to higher proficiencies as you progress in Brotherhood rank. Moving from one tier to the next gives you a larger boost in total Force Power points from which to draw upon.

Force points are distributed in the same manner as Skill points and use the same style of pyramid to balance out which Force Powers your character is best at.

Note that Force Powers in our system are concentration based. The "damage output/strength" of the Power does not scale with more Force Power points put into a higher rank of an ability (with the exception of Powers increasing in the ability's active range or efficiency, including Darkness, Creature Control, Farsight, Healing, Precognition, and Telepathy). Example: +1 Force Lightning hits and hurts exactly as badly as +5 Force Lightning; however, +1 takes focus and will, and thus is slow to perform and difficult to do in the midst of combat or high stress situations. +5 is adept and practiced, requiring no concentration, and so can be used instantaneously.


Novitiate Journeyman Equite Elder Grand Master
Initiate 11 Neophyte 20 Equite I 29 Adept 38 Grand Master 46
Apprentice 12 Acolyte 21 Equite II 30 Master 39
Novice 13 Padawan/Hunter 22 Equite III 31 Prophet 40
Proselyte 14 Knight 23 Equite IV 32

The Force Sensitivity Points act as bonus to the above point levels. You unlock 1 as JM1, another at EQ1, then 1 additional point for each of the four "society" ranks you reach X in. All said a total of 6 Force Points are available to unlock for all members of the club.


Note: Skills will always be listed in Italics in the Character Sheet system.

Step 5: Feats

Main Article: Feats

Feats are at the heart of the character sheets, and probably the most fun to take advantage of. Feats are perks, maneuvers, or techniques your character has that change how a Skill or Force Power behaves. Each Feat is associated directly with a Skill or Force Power and allows you to augment or modify them in different ways. Some Feats allow you to substitute one Skill or Force Power for another in certain circumstances, sometimes at a penalty. Others directly enhance a single Skill in a specific way.

Please note that you must have points in the Skill or Force Power that a Feat modifies to take advantage of it. Feats apply to situations, and do not supply permanent stat-boosts as a passive state. Remember when looking over someone else’s character sheet to check the Feats they have, as Feats directly influence Force Powers and Skills.

Feat vs Aspects

Feats and Aspects can often get confusing, as they both speak to how you write your character taking actions. The main difference between a Feat and an Aspect is that a Feat modifies an existing Skill or Force Power, or creates a new unique ability in some way. Think of feats as "add-ons" you can select to give your character a bonus in a Skill or Force Power.

An Aspect, on the other hand, simply describe how, when, and why your character uses an existing Skill or Force Power. Aspects are short paragraphs that you use to describe your character's behavior, habits, and personality quirks that make them tick.


Example of a Feat:

  • Feat: Chain It
  • The character can disperse their Force Lightning at the point of impact, chain-linking into nearby targets with deteriorating power as the distance from the epicenter increases.

This feat modifies how Force Lightning behaves. It’s effectiveness is still tied to the character’s level of proficiency with the power, but it does provide a distinct difference to someone using the same exact power but without the feat. In short, if a character does not have this feat, they cannot make their Force Lightning chain to multiple targets.


Example of an Aspect:

  • Aspect: Unlimited Power
  • Emperor Palpatine — also known as Darth Sidious — loves to use Force Lightning to break both the mind and body of those who dare oppose him. When engaging in battle where he fears no survivors will live to reveal his abilities, the Dark Lord of the Sith’s mastery of the dark side allows him to wreak havoc on even the most formidable enemies. For all his destructive power, however, Sidious can easily get carried away with the glee of withering the will away from his opponents. This tunnel-like focus betrays his otherwise perfectly planned, meticulous machinations and may leave him vulnerable.


This Combat Aspect tells us how Palpatine users the Force Power — Force Lightning — in combat. It shows that Palpatine loves to use Force Lightning on his foes, but can get carried away.


Together, the Aspect is supported by having the Force Lightning skill at a high level, but is supplemented by Feats that modify Force Lightning, such as "Chain It". In the case of the Emperor, however, you'd be actually looking at the advanced form of the feat: Elder Storm.

Step 6: Specializations

Here you select your primary and secondary Lightsaber Forms as well as your primary and secondary Martial Arts styles, if applicable. Lightsaber Forms become available to Journeymen, but until Knight, the only Form a member can become proficient in is Form Zero. Form Zero introduces the basic movements and strikes that the more advanced Forms build from.

As a reminder, Specialization fields can only be selected or written-in if their is at least 1 point (+1) assigned to the respective skill field.

Lightsaber Form

CS Guide: Lightsaber Forms

Upon reaching the rank of Knight, your character can learn up to two Lightsaber Forms. This is not to say that your character doesn't know about other Forms, but your character has only practiced in a maximum of two. In order to select a Form, you must have at least a +1 in Primary Lightsaber Form, and in order to select a second Form, you must have at least +1 in Secondary Lightsaber Form.

Martial Arts Style

CS Guide: Martial Arts Forms

Your martial arts style is how you do combat without a lightsaber or blaster. Much like your lightsaber style, you must have at least a +1 in Primary Martial Arts Form in order to select a style. The same, too, for your Secondary Martial Arts Form.

Lore

For each Rank in the Lore Skill, your character has studied a subject intensely and is considered an expert in that field. This knowledge is on par with an academic 2-4 year program. Beginning with one subject at Skill Level 1, you gain an additional subject for each respective Skill Level. Any chosen Lore Topic comes with a practical application. For example if your character has a Lore Topic of "Sith Rituals" they can conduct the ritual. Outcomes of a practical application of a Lore Topic must still fall within the boundaries of Star Wars realism and cannot circumvent the CS skill set of any given character.

For a list of suggested Lore Topics, see the Sample Lore topics section of the Skills Appendix.

All characters have knowledge of the Brotherhood as well as the history of the modern era (Imperial Period, New Republic, and New Jedi Order). You are up to date on current news and pop culture and the state of the Galaxy and have completed basic academic training. If you want to explore a lack of education, you would cover this under a Custom Aspect.

Languages

CS Guide: Languages

Linguistics refers to an individual's ability to read, write, and analyze text, speech, and transcriptions from different languages. All characters have a base understanding of their own native language and galactic basic. Linguistics covers the addition of new languages to an individual's repertoire, one for each rank in the skill. When used untrained, this skill grants proficiency in all common languages associated with the individual's species.

All species are able to speak or understand Galactic Basic by default as a part of your “base” language. If you selected a non-Human species, you also get that species' native language as a base. Base languages are present even if Linguistics is set to +0. Linguistics, then, applies only to additional languages you wish to add to your character's ability.

A list of languages currently in use in the character creation system is available in the Languages guide. Please consult the Species guide or Wookieepedia for information on which languages your chosen species knows if you do not know. All languages must be considered Star Wars canon.

Step 7: Aspects

Main Article: CS Guide: Aspects

"Scoundrel. I like that."
―Han Solo

This is where talk more about your character's demeanor, behavior, how their presence affects others in a room. Aspects are the key to what makes your character tick, and ultimately what defines the kinds of decisions they might make. They allow you to expand on and describe your character's merits, flaws, habits, quirks and preferences. They can cover lifestyle, sexuality and other forms of identify, that make them unique. These Aspects can be rooted in your character's history, upbringing or background to shed light onto what makes them behave in various situations or scenarios, but should focus more on the "result" of that history or background.


Example:

Divided Spirit
Kylo Ren killed his own father in an attempt to show his dedication to the Dark Side of the Force. As a result, his spirit was "torn in half", leaving him conflicted as to who he was and what path he was supposed to follow. The act has planted a seed of doubt, leaving Kylo to wonder if he is truly worth to live up to the legacy of Darth Vader.


When creating a character, you want your reader to be able to empathize in some way, shape, or form. Even if you are writing a merciless Sith assassin, giving them a balanced set of flaws and merits not only makes them realistic, but also easier to relate to. If your character is relatable, your reader will have a better experience reading your work. Step 3. Profit.

Every character gets to choose six (6) Aspects. These six (6) Aspects are divided into three categories that get two Aspects each: General (2), Personality (2), and Combat (2).

  • Personality Aspects are the heart of your character. These can range from phobias and quirks to motivations and ambitions, hopes and dreams, the most vital things that make your character who he or she is.
  • Combat Aspects detail your character's fighting style and habits as well as their general approach to conflict. This can range from ranged fighting and stealth to melee and a tendency to want to blow things up. It is perfectly acceptable to have a "non-combatant" character with combat aspects stating how they achieve that.
  • General Aspects can fall under either personality or combat. They can also be used to describe anything that falls in-between or outside of the aforementioned categories as well, such as some character history or a relationship with another character.

1. The creation tool will let you chose from a selection of pre-written Aspects. These Aspects have already been approved by the Voice Staff and were written as examples of balanced Aspects.

2. Select from the available Aspects. You can always update your character's Aspects at a later time, and will even have the ability to write your own Custom Aspects. For your first character, or if you’re unsure of how to go about writing your own Custom Aspect, the Voice Staff advises sticking to the available pre-written Aspects.

For a more detailed guide on creating custom Aspects, see the Aspects main article. The Voice Staff is always on-hand to assist.

Please note: Custom Aspects require approval from the Voice Staff, which can add time to the approval process. Please plan accordingly if you are up against a deadline, such like as an ACC competition.

Final Step: Save and Submit

Once you have completed all the steps in the Character Sheet Creation Wizard, you can press the "Save" button located at the bottom, and will be prompted when it’s safe to exit out of the creation tool. This will bring you back to the admin screen, and present you with a few options.

1. Edit — Enter the creation tool to edit or update the character sheet.
2. Submit — Submits the sheet to the Voice Staff for approval.
3. Preview — See what your character sheet will look like. The Voice Staff highly recommends previewing your sheet before submission.
4. Delete — Delete the character sheet from the database. This cannot be recovered, and is not recommended.
5. Create a copy — Once a sheet is approved, you are able to create a copy of it so that you can make edits without having to start from scratch.

Updating your Character Sheet

Once a character sheet is approved, you are able to make non-text based edits at will, without having to get approval. This includes changing out your feats or rearranging your Skills / Force Powers. This will simply present you with a green “Activate” button that will update the sheet right away. Any text-based changes (description, Aspects) will require approval from the Voice Staff. Per the guidelines, previously approved character sheet details do not automatically guarantee re-approval. The guidelines can get changed or updated, so no previous approval makes your currently submitted sheet exempt from going through the approval process.

Next Steps: Build your Loadout

Now that you’ve created your character sheet, it’s time to build out their Loadouts through Possessions.

Example Loadout