The character sheets that the Dark Jedi Brotherhood utilizes are a custom set based on the FATE roleplaying system. While the FATE system is designed for tabletops, it focuses heavily on the act of telling a compelling story through interesting, unique characters. A lot of these elements have been taken and integrated into constructing an entirely new type of system, specifically designed for the Dark Jedi Brotherhood’s various writing activities.
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, 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! We are here to help.
For additional information on the character sheet approval process, check out the Character sheet approval guidelines
Creating Your Character
To start off, head over the DJB main page! After logging into your account, go to your Administration panel and click on the “Character Sheet Administration” link. From here you can manage existing sheets, create a new sheet, or remove old sheets. Since this is your first one, however, click the big green button that says “Create Character Sheet From Scratch”.
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After a few moments, a new window will open up in your current one. Welcome, to the Character Sheet Construction Tool!
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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 sheet. The tool has several different sections, allowing you to define the following things about your character:
Step 1: Personal Details
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Species
(Main Article/Document: Work In Progress)
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.
Each Species comes with its own unique perk and flaw. These perks and flaws are mostly based on each races' unique anatomies and varying cultures. The Brotherhood has over forty iconic species 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 based on anatomy and culture, and how those idiosyncrasies would balance out with the character sheet system.
CS-STAFF NOTE: Hybrid races are discouraged, but if you are dead-set 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 Species Feat is "night blindness". You cannot use being “half-Human” as a means of getting around that night blindness. 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 "night blindness" drawback. However, you can then mention in your Physical Description field that your character is half-Hapan, and has the characteristic beauty the Hapan race is known for.
Height/Weight
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 understanding and immersion among your peers. There are many converters available online to help you with such.
Example:
6ft / 1.82m or 1.82m/6ft
185lbs / 83.9kg or 83.9kg / 185lbs
CS-STAFF NOTE: Remember to make body measurements 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.
Example:
John Starwalker is an avid martial artist. He is smallish 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's creator bases his character off Bruce Lee, and can estimate that his character would be approximately the same height and weight.
Handedness
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 that cannot be gained through innate ambidextrousness.
Physical Description
What does your character look like? This section serves as the basis on which your peers will answer that question and draw a visual imagine in their own heads as to what your character looks like.
Include details like muscle tone, flabbiness, skin tone, nose shape, eye color, scars, hair style, fashion sense, tattoos, or even unique birthmarks! The more detail you provide a reader, the easier it becomes for them to put a face to the name they are reading about. Focus on painting a clear picture of your character. For example:
- "Wesley is of an average height and athletic build. His muscles were honed from years of service under the Dread Pirate Roberts. He has pale skin, sandy blond hair, brown eyes, a thin mustache over his upper lip, and has been considered roguishly handsome for a Human male. He is known to wear simple black trousers with a matching tunic and carries a Light-foil on his right hip."
- ―Physical Description for Wesley
From this, we get a pretty good idea of what Wesley would look like, as pictured to the left. We can clearly see that he has blonde hair, brown eyes, and a thin mustache. The other important thing to keep in mind is that you don't want to just make an itemized list or bullet points describing your character. You want it to be something that you would find while reading a book about your character.
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.
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 emphasize intimidation, further expansion on your character's demeanor could be achieved through the use of Aspects.
CS-STAFF NOTE: Please make sure your character's description matches your species. If you are a “Human”, do not write your character as being 7’2, covered completely in fur, and having a dog-like nose, claws, and sharp canine teeth. You should probably switch your race to “Wookie” in this case.
Weapons Loadout
Here you can list your character's favorite weapon(s) that they always carry with them. 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. Try and list actual weapons and not the weapon type--we can see that clearly from your CS by itself.
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.
CS-STAFF NOTE: While you can use blasters, slugthrowers, and miscellaneous/bladed/blunted weapons without any points in the respective skills, your preferred 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 preferred weapon, but instead list a bladed weapon.
Fighting style should be reserved for your Combat Aspects. Listing how and when you use your weapons is also better communicated through those Aspects, especially if you are writing your own unique style. 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.
While we eagerly await our Possessions system to go live, please stick to using established Star Wars canon weaponry found on Wookieepedia.
Weapon Types: Weapon types
Lightsabers in the Brotherhood
Certain lightsabers are unlocked as you progress through the Brotherhood ranks. The table below 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: Lightsabers
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.
CS-STAFF NOTE: Custom weapons awarded by the Herald or Grand Master in the past will be honored and grandfathered into acceptance.
Step 2: Disciplines
- Main Article: Disciplines
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, while the other grants a Force Power unique 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 he or she advances. This is in contrast to the Orders, which are meant to represent more of the philosophical background to how your character uses and relates to the Force.
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Step 3: Aspects
- Main Article: Aspects
- "Scoundrel. I like that."
- ―Han Solo
You've created the outline for what you want your character to be. Now it is time to define who that character really is.
Aspects are the key to your character's personality and what sets them apart from other characters. They allow you to expand on your character's 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.
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 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 most important, as they 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. This can range from ranged fighting and stealth to melee and a tendency to want to blow things up.
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.
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 creating your own custom Aspects!
Example of Pre-Written Aspect
"Lone Wolf"
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.
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 this loner attitude, creating a realistic, relatable character.
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!
Interlude: Order Breakdown
In the Dark Jedi Brotherhood's character sheet system, your Order actually does 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 character's demeanor and fighting style.
Obelisk, focusing on the devotion of their martial ability and physical prowess gain +3 to Skills, but -3 to Force Power development points per rank.
Sith, focusing on deception, manipulation, and piloting are well-rounded and get an even spread between Skills and Force Powers.
Krath, 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.
Guardians, focusing on the devotion of their martial ability and physical prowess gain +3 to skills, but -3 to Force Power development points per rank.
Sentinals, focusing on diplomacy and finding balance within the Force are well-rounded and get an even spread between Skills and Force Powers.
Consular, 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.
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 4: Skills
- "These blast points - too accurate for Sand People. Only Imperial Stormtroopers are so precise."
- ―Obi-wan Kenobi
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 them. 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.
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 will just 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.
For this reason, we've created a progression system that helps shed light on what each skill tier enables your character to do.
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Skill/Force Power Ladder System
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 other RPGs. All it means is that in order to create a balanced skill-set, you can't be "amazeballs" at everything.
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.
To set your Skills and Force Powers, drag and drop the grey boxes into the respective sections designated by +1, +2, +3, +4 and +5.
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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.
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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.
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.
Novitiate |
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Journeyman |
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Equite |
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Elder |
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Grand Master |
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Initiate |
11 |
Protector |
20 |
Equite I |
29 |
Dark Adept |
38 |
Grand Master |
Infinity
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Apprentice |
12 |
Guardian |
21 |
Equite II |
30 |
Dark Jedi Master |
39 |
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Novice |
13 |
Jedi Hunter |
22 |
Equite III |
31 |
Dark Prophet |
40 |
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Acolyte |
14 |
Dark Jedi Knight |
23 |
Equite IV |
32 |
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Skill Levels
Each level of proficiency in a Skill can be bought using one (1) point. There are six levels of Skill proficiency:
Mediocre (Untrained, +0) - Available to all ranks
Learned (+1) - Available to all ranks
Average (+2) - Available to all ranks
Proficient (+3) - Available at Protector
Adept (+4) - Available at Equite I
Master (+5) - Available at Dark Adept
Sovereign (+6) - Available at Grand Master
Step 5: Force Powers
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Under Construction This page seems to be Under Construction. Watch out for large groups of Rebel fighters. After construction is complete, please place a note on the article's talk page and remove this message.
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- "The Force is what gives a Jedi his power."
- ―Obi-wan Kenobi
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.
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.
Novitiate |
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Journeyman |
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Equite |
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Elder |
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Grand Master |
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Initiate |
11 |
Protector |
20 |
Equite I |
29 |
Dark Adept |
38 |
Grand Master |
46
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Apprentice |
12 |
Guardian |
21 |
Equite II |
30 |
Dark Jedi Master |
39 |
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Novice |
13 |
Jedi Hunter |
22 |
Equite III |
31 |
Dark Prophet |
40 |
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Acolyte |
14 |
Dark Jedi Knight |
23 |
Equite IV |
32 |
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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
Disciple (+3) - Available at Protector
Adept (+4) - Available at Equire I
Master (+5) - Available at Dark Adept
Grand Master (+6) - Available at Grand Master
Step 6: Specializations
Here you select your primary and secondary Lightsaber Forms as well as your primary and secondary 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.
Do the points in Lore Skill match up with the number of Lore Topics listed? They should. 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.
Lightsaber Form
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.
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.
Martial Arts Style
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. The same, too, for your Secondary Martial Arts Style.
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.
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.
Popular Lore Topics:
- 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.
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.
Languages
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.
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.
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 just Basic, or contact a member of the Voice staff.
Step 7: Feats
- "I’m a leaf on the wind. Watch how I soar."
- ―Hoban “Wash” Washburne, (because Firefly!)
Feats are at the heart of the new character sheets, 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!
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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.
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 .
Example of a Direct Application Feat
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Name: |
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Leaf on the Wind
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Affects: |
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Precognition
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Available To: |
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DJK
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Wesley can become a leaf on the wind, calming his mind and increasing his ability to dodge obstacles while flying a ship or vehicle: when piloting, Wesley can use his Precognition at one (+1) Force Power Level above his current Precognition' level. This bonus does not apply to piloting a capital ship.
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The Feat activates whenever Wesley uses the Force power “Precognition”, which is typically used to sense immediate danger. Wesley can use that same awareness to enhance his ability to "feel" his way around tough obstacles when piloting.
Example of a Substitution Feat with a Penalty
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Name: |
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Fear Will Keep Them In Line
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Affects: |
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Intimidation & Diplomacy
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Available To: |
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All ranks
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Darth Vader 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).
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CS-STAFF NOTE: We advise members to make sure that if you pick a Feat that modifies a Skill or Force Power that the member has placed at least one point in the corresponding Skill or Power.
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Final Step: Save and Submit
Once you have completed all the steps in the Character Creation Tool, you can press the "Save" button located at the bottom. Once you have saved your new character sheet, you still have one more step to go! Return to 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!
Further Reading
For a list of all the Species, Feats, Aspects, Disciplines, Skills, and Force Powers check out:
Character Sheet Reference