CS Guide: Character Creation

From Wikipedia of the Dark Brotherhood, an online Star Wars Club
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Real World Perspective.


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.

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.

Creating Your Character

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”.

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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 character 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 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.

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.

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 immersion with your peers.

Example: 6ft / 1.82m or 1.82m/6ft 185lbs / 83.9kg or 83.9kg / 185lbs

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.

Example: 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.


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.

Physical Description

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.


"'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.'"
―{{{2}}}

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.

Be as detailed as possible, and focus on painting a clear picture for 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 achieve intimidation, further expansion on your character's demeanor can be achieved through the use of Aspects.

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.

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.

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 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.

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.

While we eagerly await our possessions system to go live, please stick to using established Star Wars canon weaponry found on Wookieepedia.

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

File:Blasterpistols.jpg
Common Blaster Pistols
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Common Blaster Rifles
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Common Melee Weapons


























= Lightsaber's in the Brotherhood

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

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: For Custom Weapons awarded by the Herald or Grand Master in the past, these weapons 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, 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.

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Step 3: 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 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.

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.

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.

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.

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!

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 the aspect, 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 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.

Obelisk, focusing on the devotion of their martial ability and physical prowess gain +3 to skills, but -3 to Force Powers 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 Powers 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 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.

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.

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 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 designed 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 Journeyman Equite Elder Grand Master
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

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
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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"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 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

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. 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.
  • 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.

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. 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 in 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 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!

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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
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.

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.
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!

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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!

Using The Character Sheets

So, you’ve created your new Character Sheet. Congratulations. Now what?

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.

Character: Marick Arconae
Species: Hapan
Discipline: Assassin
Aspect: Duelist
Skills: Athletics, Bladed Weapons, Lightsaber Style (Ataru)
Force Powers: Force Cloak, Amplify, Precognition
Feats: Reflexive Counter, Ghosting II, Faceless II

Mission: Infiltrate Enemy Base, Assassinate leader. Do not let anyone detect you, or the mission is compromised.

Target: Janis Wyn - Human Female - Jedi; Equite 3

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. 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 Ghosting II which allows him to move slowly and remained cloak while using the Force Power: "Force Cloak". This is a perfect way to avoid the guard patrols.

Closing his eyes and taking a breath, Marick wrapped the Force around him like a cloak, his figure fading away into nothingness. As he slowly started to creep forward on the balls of his feet, Marick’s body remained cloaked, the faint shimmer of movement in the air the only thing visible to the naked eye.

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.
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: "Faceless II". One way of using this skill is to take out one of the guards and assume their identity.
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 knife 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.

Marick studied the face of the deceased guard for a few moments. He closed his eyes and burned the image of the guards face 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 face was replaced with the same crooked nose and dull brown eyes of the guard.

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.
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 "Faceless" 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.
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.

“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.”

“You could have saved me the trouble then,” Marick replied evenly, aiming his blaster at the woman. He pulled the trigger and launched a volley of blaster bolts at his target.

Janis was ready though, her azure lightsaber springing to life to deflect each of the bolts.
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 lightsaber to his hand, 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, spinning and slashing low at Janis’ ankles. The Jedi backed away from the sweep, but was not prepared for how quickly the Assassin moved. Marick threw his body into a sidelong roll, coming up nimbly in a crouch and thrusting the tip of his saber into Janis’ side. 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.
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.

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.

Except Marick’s body was already moving. On reflex, he somehow countered 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.

Marick kneeled down and checked his target’s pulse. Dead.

By the time the guards poured into the room, weapons drawn, Marick was long gone.
Here we see a Feat in action. Marick has the “Reflexive Counter” 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.

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.

Further Reading

For a list of all the Species, Feats, Aspects, Disciplines, Skills, and Force Powers check out: [Character Sheet Reference]